Improve PackedScene unit test by covering more methods
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@ -150,6 +150,71 @@ TEST_CASE("[PackedScene] Instantiate Packed Scene With Children") {
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memdelete(instance);
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memdelete(instance);
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}
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}
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TEST_CASE("[PackedScene] Set Path") {
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// Create a scene to pack.
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Node *scene = memnew(Node);
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scene->set_name("TestScene");
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// Pack the scene.
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PackedScene packed_scene;
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packed_scene.pack(scene);
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// Set a new path for the packed scene.
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const String new_path = "NewTestPath";
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packed_scene.set_path(new_path);
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// Check if the path has been set correctly.
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Ref<SceneState> state = packed_scene.get_state();
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CHECK(state.is_valid());
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CHECK(state->get_path() == new_path);
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memdelete(scene);
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}
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TEST_CASE("[PackedScene] Replace State") {
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// Create a scene to pack.
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Node *scene = memnew(Node);
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scene->set_name("TestScene");
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// Pack the scene.
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PackedScene packed_scene;
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packed_scene.pack(scene);
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// Create another scene state to replace with.
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Ref<SceneState> new_state = memnew(SceneState);
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new_state->set_path("NewPath");
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// Replace the state.
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packed_scene.replace_state(new_state);
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// Check if the state has been replaced.
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Ref<SceneState> state = packed_scene.get_state();
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CHECK(state.is_valid());
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CHECK(state == new_state);
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memdelete(scene);
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}
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TEST_CASE("[PackedScene] Recreate State") {
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// Create a scene to pack.
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Node *scene = memnew(Node);
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scene->set_name("TestScene");
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// Pack the scene.
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PackedScene packed_scene;
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packed_scene.pack(scene);
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// Recreate the state.
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packed_scene.recreate_state();
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// Check if the state has been recreated.
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Ref<SceneState> state = packed_scene.get_state();
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CHECK(state.is_valid());
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CHECK(state->get_node_count() == 0); // Since the state was recreated, it should be empty.
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memdelete(scene);
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}
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} // namespace TestPackedScene
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} // namespace TestPackedScene
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#endif // TEST_PACKED_SCENE_H
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#endif // TEST_PACKED_SCENE_H
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