Fix recursive Node.find_children
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23394bebed
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d159123633
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@ -1414,15 +1414,8 @@ TypedArray<Node> Node::find_children(const String &p_pattern, const String &p_ty
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continue;
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}
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if (!p_pattern.is_empty()) {
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if (!cptr[i]->data.name.operator String().match(p_pattern)) {
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continue;
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} else if (p_type.is_empty()) {
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ret.append(cptr[i]);
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}
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}
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if (cptr[i]->is_class(p_type)) {
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if (p_pattern.is_empty() || cptr[i]->data.name.operator String().match(p_pattern)) {
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if (p_type.is_empty() || cptr[i]->is_class(p_type)) {
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ret.append(cptr[i]);
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} else if (cptr[i]->get_script_instance()) {
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Ref<Script> scr = cptr[i]->get_script_instance()->get_script();
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@ -1435,6 +1428,7 @@ TypedArray<Node> Node::find_children(const String &p_pattern, const String &p_ty
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scr = scr->get_base_script();
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}
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}
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}
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if (p_recursive) {
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ret.append_array(cptr[i]->find_children(p_pattern, p_type, true, p_owned));
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@ -267,6 +267,9 @@ TEST_CASE("[SceneTree][Node] Testing node operations with a more complex simple
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Node *child = SceneTree::get_singleton()->get_root()->find_child("NestedNode", true, false);
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CHECK_EQ(child, nullptr);
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TypedArray<Node> children = SceneTree::get_singleton()->get_root()->find_children("NestedNode", "", true, false);
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CHECK_EQ(children.size(), 0);
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node1->set_name("Node1");
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node2->set_name("Node2");
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node1_1->set_name("NestedNode");
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@ -274,15 +277,29 @@ TEST_CASE("[SceneTree][Node] Testing node operations with a more complex simple
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child = SceneTree::get_singleton()->get_root()->find_child("NestedNode", true, false);
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CHECK_EQ(child, node1_1);
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children = SceneTree::get_singleton()->get_root()->find_children("NestedNode", "", true, false);
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CHECK_EQ(children.size(), 1);
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CHECK_EQ(Object::cast_to<Node>(children[0]), node1_1);
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// First node that matches with the name is node1.
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child = SceneTree::get_singleton()->get_root()->find_child("Node?", true, false);
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CHECK_EQ(child, node1);
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children = SceneTree::get_singleton()->get_root()->find_children("Node?", "", true, false);
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CHECK_EQ(children.size(), 2);
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CHECK_EQ(Object::cast_to<Node>(children[0]), node1);
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CHECK_EQ(Object::cast_to<Node>(children[1]), node2);
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SceneTree::get_singleton()->get_root()->move_child(node2, 0);
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// It should be node2, as it is now the first one in the tree.
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child = SceneTree::get_singleton()->get_root()->find_child("Node?", true, false);
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CHECK_EQ(child, node2);
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children = SceneTree::get_singleton()->get_root()->find_children("Node?", "", true, false);
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CHECK_EQ(children.size(), 2);
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CHECK_EQ(Object::cast_to<Node>(children[0]), node2);
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CHECK_EQ(Object::cast_to<Node>(children[1]), node1);
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}
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SUBCASE("Nodes should be accessible via their node path") {
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