godot/tests/scene/test_node.h
2024-06-05 20:31:42 +02:00

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26 KiB
C++

/**************************************************************************/
/* test_node.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef TEST_NODE_H
#define TEST_NODE_H
#include "core/object/class_db.h"
#include "scene/main/node.h"
#include "scene/resources/packed_scene.h"
#include "tests/test_macros.h"
namespace TestNode {
class TestNode : public Node {
GDCLASS(TestNode, Node);
protected:
void _notification(int p_what) {
switch (p_what) {
case NOTIFICATION_INTERNAL_PROCESS: {
internal_process_counter++;
push_self();
} break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
internal_physics_process_counter++;
push_self();
} break;
case NOTIFICATION_PROCESS: {
process_counter++;
push_self();
} break;
case NOTIFICATION_PHYSICS_PROCESS: {
physics_process_counter++;
push_self();
} break;
}
}
static void _bind_methods() {
ClassDB::bind_method(D_METHOD("set_exported_node", "node"), &TestNode::set_exported_node);
ClassDB::bind_method(D_METHOD("get_exported_node"), &TestNode::get_exported_node);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "exported_node", PROPERTY_HINT_NODE_TYPE, "Node"), "set_exported_node", "get_exported_node");
}
private:
void push_self() {
if (callback_list) {
callback_list->push_back(this);
}
}
public:
int internal_process_counter = 0;
int internal_physics_process_counter = 0;
int process_counter = 0;
int physics_process_counter = 0;
Node *exported_node = nullptr;
List<Node *> *callback_list = nullptr;
void set_exported_node(Node *p_node) { exported_node = p_node; }
Node *get_exported_node() const { return exported_node; }
};
TEST_CASE("[SceneTree][Node] Testing node operations with a very simple scene tree") {
Node *node = memnew(Node);
// Check initial scene tree setup.
CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 0);
CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 1);
// Check initial node setup.
CHECK(node->get_name() == StringName());
CHECK_FALSE(node->is_inside_tree());
CHECK_EQ(node->get_parent(), nullptr);
ERR_PRINT_OFF;
CHECK(node->get_path().is_empty());
ERR_PRINT_ON;
CHECK_EQ(node->get_child_count(), 0);
SceneTree::get_singleton()->get_root()->add_child(node);
CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 1);
CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 2);
CHECK(node->get_name() != StringName());
CHECK(node->is_inside_tree());
CHECK_EQ(SceneTree::get_singleton()->get_root(), node->get_parent());
CHECK_FALSE(node->get_path().is_empty());
CHECK_EQ(node->get_child_count(), 0);
SUBCASE("Node should be accessible as first child") {
Node *child = SceneTree::get_singleton()->get_root()->get_child(0);
CHECK_EQ(child, node);
}
SUBCASE("Node should be accessible via the node path") {
Node *child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(node->get_path());
CHECK_EQ(child_by_path, node);
child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(NodePath("Node"));
CHECK_EQ(child_by_path, nullptr);
child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(NodePath("/root/Node"));
CHECK_EQ(child_by_path, nullptr);
node->set_name("Node");
child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(node->get_path());
CHECK_EQ(child_by_path, node);
child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(NodePath("Node"));
CHECK_EQ(child_by_path, node);
child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(NodePath("/root/Node"));
CHECK_EQ(child_by_path, node);
}
SUBCASE("Node should be accessible via group") {
List<Node *> nodes;
SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
CHECK(nodes.is_empty());
node->add_to_group("nodes");
SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
CHECK_EQ(nodes.size(), 1);
List<Node *>::Element *E = nodes.front();
CHECK_EQ(E->get(), node);
}
SUBCASE("Node should be possible to find") {
Node *child = SceneTree::get_singleton()->get_root()->find_child("Node", true, false);
CHECK_EQ(child, nullptr);
node->set_name("Node");
child = SceneTree::get_singleton()->get_root()->find_child("Node", true, false);
CHECK_EQ(child, node);
}
SUBCASE("Node should be possible to remove") {
SceneTree::get_singleton()->get_root()->remove_child(node);
CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 0);
CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 1);
CHECK_FALSE(node->is_inside_tree());
CHECK_EQ(node->get_parent(), nullptr);
ERR_PRINT_OFF;
CHECK(node->get_path().is_empty());
ERR_PRINT_ON;
}
SUBCASE("Node should be possible to move") {
SceneTree::get_singleton()->get_root()->move_child(node, 0);
Node *child = SceneTree::get_singleton()->get_root()->get_child(0);
CHECK_EQ(child, node);
CHECK(node->is_inside_tree());
}
SUBCASE("Node should be possible to reparent") {
node->reparent(SceneTree::get_singleton()->get_root());
Node *child = SceneTree::get_singleton()->get_root()->get_child(0);
CHECK_EQ(child, node);
CHECK(node->is_inside_tree());
}
SUBCASE("Node should be possible to duplicate") {
node->set_name("MyName");
Node *duplicate = node->duplicate();
CHECK_FALSE(node == duplicate);
CHECK_FALSE(duplicate->is_inside_tree());
CHECK_EQ(duplicate->get_name(), node->get_name());
memdelete(duplicate);
}
memdelete(node);
}
TEST_CASE("[SceneTree][Node] Testing node operations with a more complex simple scene tree") {
Node *node1 = memnew(Node);
Node *node2 = memnew(Node);
Node *node1_1 = memnew(Node);
SceneTree::get_singleton()->get_root()->add_child(node1);
SceneTree::get_singleton()->get_root()->add_child(node2);
node1->add_child(node1_1);
CHECK(node1_1->is_inside_tree());
CHECK_EQ(node1_1->get_parent(), node1);
CHECK_EQ(node1->get_child_count(), 1);
CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 2);
CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 4);
SUBCASE("Nodes should be accessible via get_child(..)") {
Node *child1 = SceneTree::get_singleton()->get_root()->get_child(0);
CHECK_EQ(child1, node1);
Node *child2 = SceneTree::get_singleton()->get_root()->get_child(1);
CHECK_EQ(child2, node2);
Node *child1_1 = node1->get_child(0);
CHECK_EQ(child1_1, node1_1);
}
SUBCASE("Removed nodes should also remove their children from the scene tree") {
// Should also remove node1_1 from the scene tree.
SceneTree::get_singleton()->get_root()->remove_child(node1);
CHECK_EQ(node1->get_child_count(), 1);
CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 1);
CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 2);
// First child should now be the second node.
Node *child1 = SceneTree::get_singleton()->get_root()->get_child(0);
CHECK_EQ(child1, node2);
}
SUBCASE("Removed children nodes should not affect their parent in the scene tree") {
node1->remove_child(node1_1);
CHECK_EQ(node1_1->get_parent(), nullptr);
CHECK_EQ(node1->get_child_count(), 0);
CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 3);
}
SUBCASE("Nodes should be in the expected order when a node is moved to the back") {
SceneTree::get_singleton()->get_root()->move_child(node1, 1);
Node *child1 = SceneTree::get_singleton()->get_root()->get_child(0);
CHECK_EQ(child1, node2);
Node *child2 = SceneTree::get_singleton()->get_root()->get_child(1);
CHECK_EQ(child2, node1);
}
SUBCASE("Nodes should be in the expected order when a node is moved to the front") {
SceneTree::get_singleton()->get_root()->move_child(node2, 0);
Node *child1 = SceneTree::get_singleton()->get_root()->get_child(0);
CHECK_EQ(child1, node2);
Node *child2 = SceneTree::get_singleton()->get_root()->get_child(1);
CHECK_EQ(child2, node1);
}
SUBCASE("Nodes should be in the expected order when reparented (remove/add)") {
CHECK_EQ(node2->get_child_count(), 0);
node1->remove_child(node1_1);
CHECK_EQ(node1->get_child_count(), 0);
CHECK_EQ(node1_1->get_parent(), nullptr);
node2->add_child(node1_1);
CHECK_EQ(node2->get_child_count(), 1);
CHECK_EQ(node1_1->get_parent(), node2);
Node *child = node2->get_child(0);
CHECK_EQ(child, node1_1);
CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 2);
CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 4);
}
SUBCASE("Nodes should be in the expected order when reparented") {
CHECK_EQ(node2->get_child_count(), 0);
node1_1->reparent(node2);
CHECK_EQ(node1->get_child_count(), 0);
CHECK_EQ(node2->get_child_count(), 1);
CHECK_EQ(node1_1->get_parent(), node2);
Node *child = node2->get_child(0);
CHECK_EQ(child, node1_1);
CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 2);
CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 4);
}
SUBCASE("Nodes should be possible to find") {
Node *child = SceneTree::get_singleton()->get_root()->find_child("NestedNode", true, false);
CHECK_EQ(child, nullptr);
TypedArray<Node> children = SceneTree::get_singleton()->get_root()->find_children("NestedNode", "", true, false);
CHECK_EQ(children.size(), 0);
node1->set_name("Node1");
node2->set_name("Node2");
node1_1->set_name("NestedNode");
child = SceneTree::get_singleton()->get_root()->find_child("NestedNode", true, false);
CHECK_EQ(child, node1_1);
children = SceneTree::get_singleton()->get_root()->find_children("NestedNode", "", true, false);
CHECK_EQ(children.size(), 1);
CHECK_EQ(Object::cast_to<Node>(children[0]), node1_1);
// First node that matches with the name is node1.
child = SceneTree::get_singleton()->get_root()->find_child("Node?", true, false);
CHECK_EQ(child, node1);
children = SceneTree::get_singleton()->get_root()->find_children("Node?", "", true, false);
CHECK_EQ(children.size(), 2);
CHECK_EQ(Object::cast_to<Node>(children[0]), node1);
CHECK_EQ(Object::cast_to<Node>(children[1]), node2);
SceneTree::get_singleton()->get_root()->move_child(node2, 0);
// It should be node2, as it is now the first one in the tree.
child = SceneTree::get_singleton()->get_root()->find_child("Node?", true, false);
CHECK_EQ(child, node2);
children = SceneTree::get_singleton()->get_root()->find_children("Node?", "", true, false);
CHECK_EQ(children.size(), 2);
CHECK_EQ(Object::cast_to<Node>(children[0]), node2);
CHECK_EQ(Object::cast_to<Node>(children[1]), node1);
}
SUBCASE("Nodes should be accessible via their node path") {
Node *child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(node1->get_path());
CHECK_EQ(child_by_path, node1);
child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(node2->get_path());
CHECK_EQ(child_by_path, node2);
child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(node1_1->get_path());
CHECK_EQ(child_by_path, node1_1);
node1->set_name("Node1");
node1_1->set_name("NestedNode");
child_by_path = node1->get_node_or_null(NodePath("NestedNode"));
CHECK_EQ(child_by_path, node1_1);
child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(NodePath("/root/Node1/NestedNode"));
CHECK_EQ(child_by_path, node1_1);
child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(NodePath("Node1/NestedNode"));
CHECK_EQ(child_by_path, node1_1);
}
SUBCASE("Nodes should be accessible via their groups") {
List<Node *> nodes;
SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
CHECK(nodes.is_empty());
SceneTree::get_singleton()->get_nodes_in_group("other_nodes", &nodes);
CHECK(nodes.is_empty());
node1->add_to_group("nodes");
node2->add_to_group("other_nodes");
node1_1->add_to_group("nodes");
node1_1->add_to_group("other_nodes");
SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
CHECK_EQ(nodes.size(), 2);
List<Node *>::Element *E = nodes.front();
CHECK_EQ(E->get(), node1);
E = E->next();
CHECK_EQ(E->get(), node1_1);
// Clear and try again with the other group.
nodes.clear();
SceneTree::get_singleton()->get_nodes_in_group("other_nodes", &nodes);
CHECK_EQ(nodes.size(), 2);
E = nodes.front();
CHECK_EQ(E->get(), node1_1);
E = E->next();
CHECK_EQ(E->get(), node2);
// Clear and try again with the other group and one node removed.
nodes.clear();
node1->remove_from_group("nodes");
SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
CHECK_EQ(nodes.size(), 1);
E = nodes.front();
CHECK_EQ(E->get(), node1_1);
}
SUBCASE("Nodes added as siblings of another node should be right next to it") {
node1->remove_child(node1_1);
node1->add_sibling(node1_1);
CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 3);
CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 4);
CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child(0), node1);
CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child(1), node1_1);
CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child(2), node2);
}
SUBCASE("Replaced nodes should be be removed and the replacing node added") {
SceneTree::get_singleton()->get_root()->remove_child(node2);
node1->replace_by(node2);
CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 1);
CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 3);
CHECK_FALSE(node1->is_inside_tree());
CHECK(node2->is_inside_tree());
CHECK_EQ(node1->get_parent(), nullptr);
CHECK_EQ(node2->get_parent(), SceneTree::get_singleton()->get_root());
CHECK_EQ(node2->get_child_count(), 1);
CHECK_EQ(node2->get_child(0), node1_1);
}
SUBCASE("Replacing nodes should keep the groups of the replaced nodes") {
SceneTree::get_singleton()->get_root()->remove_child(node2);
node1->add_to_group("nodes");
node1->replace_by(node2, true);
List<Node *> nodes;
SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
CHECK_EQ(nodes.size(), 1);
List<Node *>::Element *E = nodes.front();
CHECK_EQ(E->get(), node2);
}
SUBCASE("Duplicating a node should also duplicate the children") {
node1->set_name("MyName1");
node1_1->set_name("MyName1_1");
Node *duplicate1 = node1->duplicate();
CHECK_EQ(duplicate1->get_child_count(), node1->get_child_count());
Node *duplicate1_1 = duplicate1->get_child(0);
CHECK_EQ(duplicate1_1->get_child_count(), node1_1->get_child_count());
CHECK_EQ(duplicate1->get_name(), node1->get_name());
CHECK_EQ(duplicate1_1->get_name(), node1_1->get_name());
CHECK_FALSE(duplicate1->is_inside_tree());
CHECK_FALSE(duplicate1_1->is_inside_tree());
memdelete(duplicate1_1);
memdelete(duplicate1);
}
memdelete(node1_1);
memdelete(node1);
memdelete(node2);
}
TEST_CASE("[SceneTree][Node]Exported node checks") {
TestNode *node = memnew(TestNode);
SceneTree::get_singleton()->get_root()->add_child(node);
Node *child = memnew(Node);
child->set_name("Child");
node->add_child(child);
child->set_owner(node);
node->set("exported_node", child);
SUBCASE("Property of duplicated node should point to duplicated child") {
GDREGISTER_CLASS(TestNode);
TestNode *dup = Object::cast_to<TestNode>(node->duplicate());
Node *new_exported = Object::cast_to<Node>(dup->get("exported_node"));
CHECK(new_exported == dup->get_child(0));
memdelete(dup);
}
SUBCASE("Saving instance with exported node should not store the unchanged property") {
node->set_process_mode(Node::PROCESS_MODE_ALWAYS);
Ref<PackedScene> ps;
ps.instantiate();
ps->pack(node);
String scene_path = TestUtils::get_temp_path("test_scene.tscn");
ps->set_path(scene_path);
Node *root = memnew(Node);
Node *sub_child = ps->instantiate(PackedScene::GEN_EDIT_STATE_MAIN);
root->add_child(sub_child);
sub_child->set_owner(root);
Ref<PackedScene> ps2;
ps2.instantiate();
ps2->pack(root);
scene_path = TestUtils::get_temp_path("new_test_scene.tscn");
ResourceSaver::save(ps2, scene_path);
memdelete(root);
bool is_wrong = false;
Ref<FileAccess> fa = FileAccess::open(scene_path, FileAccess::READ);
while (!fa->eof_reached()) {
const String line = fa->get_line();
if (line.begins_with("exported_node")) {
// The property was saved, while it shouldn't.
is_wrong = true;
break;
}
}
CHECK_FALSE(is_wrong);
}
memdelete(node);
}
TEST_CASE("[Node] Processing checks") {
Node *node = memnew(Node);
SUBCASE("Processing") {
CHECK_FALSE(node->is_processing());
node->set_process(true);
CHECK(node->is_processing());
node->set_process(false);
CHECK_FALSE(node->is_processing());
}
SUBCASE("Physics processing") {
CHECK_FALSE(node->is_physics_processing());
node->set_physics_process(true);
CHECK(node->is_physics_processing());
node->set_physics_process(false);
CHECK_FALSE(node->is_physics_processing());
}
SUBCASE("Unhandled input processing") {
CHECK_FALSE(node->is_processing_unhandled_input());
node->set_process_unhandled_input(true);
CHECK(node->is_processing_unhandled_input());
node->set_process_unhandled_input(false);
CHECK_FALSE(node->is_processing_unhandled_input());
}
SUBCASE("Input processing") {
CHECK_FALSE(node->is_processing_input());
node->set_process_input(true);
CHECK(node->is_processing_input());
node->set_process_input(false);
CHECK_FALSE(node->is_processing_input());
}
SUBCASE("Unhandled key input processing") {
CHECK_FALSE(node->is_processing_unhandled_key_input());
node->set_process_unhandled_key_input(true);
CHECK(node->is_processing_unhandled_key_input());
node->set_process_unhandled_key_input(false);
CHECK_FALSE(node->is_processing_unhandled_key_input());
}
SUBCASE("Shortcut input processing") {
CHECK_FALSE(node->is_processing_shortcut_input());
node->set_process_shortcut_input(true);
CHECK(node->is_processing_shortcut_input());
node->set_process_shortcut_input(false);
CHECK_FALSE(node->is_processing_shortcut_input());
}
SUBCASE("Internal processing") {
CHECK_FALSE(node->is_processing_internal());
node->set_process_internal(true);
CHECK(node->is_processing_internal());
node->set_process_internal(false);
CHECK_FALSE(node->is_processing_internal());
}
SUBCASE("Process priority") {
CHECK_EQ(0, node->get_process_priority());
node->set_process_priority(1);
CHECK_EQ(1, node->get_process_priority());
}
SUBCASE("Physics process priority") {
CHECK_EQ(0, node->get_physics_process_priority());
node->set_physics_process_priority(1);
CHECK_EQ(1, node->get_physics_process_priority());
}
memdelete(node);
}
TEST_CASE("[SceneTree][Node] Test the processing") {
TestNode *node = memnew(TestNode);
SceneTree::get_singleton()->get_root()->add_child(node);
SUBCASE("No process") {
CHECK_EQ(0, node->process_counter);
CHECK_EQ(0, node->physics_process_counter);
}
SUBCASE("Process") {
node->set_process(true);
SceneTree::get_singleton()->process(0);
CHECK_EQ(1, node->process_counter);
CHECK_EQ(0, node->physics_process_counter);
CHECK_EQ(0, node->internal_process_counter);
CHECK_EQ(0, node->internal_physics_process_counter);
}
SUBCASE("Physics process") {
node->set_physics_process(true);
SceneTree::get_singleton()->physics_process(0);
CHECK_EQ(0, node->process_counter);
CHECK_EQ(1, node->physics_process_counter);
CHECK_EQ(0, node->internal_process_counter);
CHECK_EQ(0, node->internal_physics_process_counter);
}
SUBCASE("Normal and physics process") {
node->set_process(true);
node->set_physics_process(true);
SceneTree::get_singleton()->process(0);
SceneTree::get_singleton()->physics_process(0);
CHECK_EQ(1, node->process_counter);
CHECK_EQ(1, node->physics_process_counter);
CHECK_EQ(0, node->internal_process_counter);
CHECK_EQ(0, node->internal_physics_process_counter);
}
SUBCASE("Internal, normal and physics process") {
node->set_process_internal(true);
node->set_physics_process_internal(true);
SceneTree::get_singleton()->process(0);
SceneTree::get_singleton()->physics_process(0);
CHECK_EQ(0, node->process_counter);
CHECK_EQ(0, node->physics_process_counter);
CHECK_EQ(1, node->internal_process_counter);
CHECK_EQ(1, node->internal_physics_process_counter);
}
SUBCASE("All processing") {
node->set_process(true);
node->set_physics_process(true);
node->set_process_internal(true);
node->set_physics_process_internal(true);
SceneTree::get_singleton()->process(0);
SceneTree::get_singleton()->physics_process(0);
CHECK_EQ(1, node->process_counter);
CHECK_EQ(1, node->physics_process_counter);
CHECK_EQ(1, node->internal_process_counter);
CHECK_EQ(1, node->internal_physics_process_counter);
}
SUBCASE("All processing twice") {
node->set_process(true);
node->set_physics_process(true);
node->set_process_internal(true);
node->set_physics_process_internal(true);
SceneTree::get_singleton()->process(0);
SceneTree::get_singleton()->physics_process(0);
SceneTree::get_singleton()->process(0);
SceneTree::get_singleton()->physics_process(0);
CHECK_EQ(2, node->process_counter);
CHECK_EQ(2, node->physics_process_counter);
CHECK_EQ(2, node->internal_process_counter);
CHECK_EQ(2, node->internal_physics_process_counter);
}
SUBCASE("Enable and disable processing") {
node->set_process(true);
node->set_physics_process(true);
node->set_process_internal(true);
node->set_physics_process_internal(true);
SceneTree::get_singleton()->process(0);
SceneTree::get_singleton()->physics_process(0);
node->set_process(false);
node->set_physics_process(false);
node->set_process_internal(false);
node->set_physics_process_internal(false);
SceneTree::get_singleton()->process(0);
SceneTree::get_singleton()->physics_process(0);
CHECK_EQ(1, node->process_counter);
CHECK_EQ(1, node->physics_process_counter);
CHECK_EQ(1, node->internal_process_counter);
CHECK_EQ(1, node->internal_physics_process_counter);
}
memdelete(node);
}
TEST_CASE("[SceneTree][Node] Test the process priority") {
List<Node *> process_order;
TestNode *node = memnew(TestNode);
node->callback_list = &process_order;
SceneTree::get_singleton()->get_root()->add_child(node);
TestNode *node2 = memnew(TestNode);
node2->callback_list = &process_order;
SceneTree::get_singleton()->get_root()->add_child(node2);
TestNode *node3 = memnew(TestNode);
node3->callback_list = &process_order;
SceneTree::get_singleton()->get_root()->add_child(node3);
TestNode *node4 = memnew(TestNode);
node4->callback_list = &process_order;
SceneTree::get_singleton()->get_root()->add_child(node4);
SUBCASE("Process priority") {
node->set_process(true);
node->set_process_priority(20);
node2->set_process(true);
node2->set_process_priority(10);
node3->set_process(true);
node3->set_process_priority(40);
node4->set_process(true);
node4->set_process_priority(30);
SceneTree::get_singleton()->process(0);
CHECK_EQ(4, process_order.size());
List<Node *>::Element *E = process_order.front();
CHECK_EQ(E->get(), node2);
E = E->next();
CHECK_EQ(E->get(), node);
E = E->next();
CHECK_EQ(E->get(), node4);
E = E->next();
CHECK_EQ(E->get(), node3);
}
SUBCASE("Physics process priority") {
node->set_physics_process(true);
node->set_physics_process_priority(20);
node2->set_physics_process(true);
node2->set_physics_process_priority(10);
node3->set_physics_process(true);
node3->set_physics_process_priority(40);
node4->set_physics_process(true);
node4->set_physics_process_priority(30);
SceneTree::get_singleton()->physics_process(0);
CHECK_EQ(4, process_order.size());
List<Node *>::Element *E = process_order.front();
CHECK_EQ(E->get(), node2);
E = E->next();
CHECK_EQ(E->get(), node);
E = E->next();
CHECK_EQ(E->get(), node4);
E = E->next();
CHECK_EQ(E->get(), node3);
}
memdelete(node);
memdelete(node2);
memdelete(node3);
memdelete(node4);
}
} // namespace TestNode
#endif // TEST_NODE_H