feat: godot-engine-source-4.3-stable
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engine/tests/scene/test_node_2d.h
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engine/tests/scene/test_node_2d.h
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/**************************************************************************/
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/* test_node_2d.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef TEST_NODE_2D_H
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#define TEST_NODE_2D_H
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#include "scene/2d/node_2d.h"
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#include "scene/main/window.h"
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#include "tests/test_macros.h"
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namespace TestNode2D {
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TEST_CASE("[SceneTree][Node2D]") {
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SUBCASE("[Node2D][Global Transform] Global Transform should be accessible while not in SceneTree.") { // GH-79453
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Node2D *test_node = memnew(Node2D);
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test_node->set_name("node");
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Node2D *test_child = memnew(Node2D);
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test_child->set_name("child");
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test_node->add_child(test_child);
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test_node->set_global_position(Point2(1, 1));
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CHECK_EQ(test_node->get_global_position(), Point2(1, 1));
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CHECK_EQ(test_child->get_global_position(), Point2(1, 1));
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test_node->set_global_position(Point2(2, 2));
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CHECK_EQ(test_node->get_global_position(), Point2(2, 2));
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test_node->set_global_transform(Transform2D(0, Point2(3, 3)));
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CHECK_EQ(test_node->get_global_position(), Point2(3, 3));
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memdelete(test_child);
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memdelete(test_node);
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}
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SUBCASE("[Node2D][Global Transform] Global Transform should be correct after inserting node from detached tree into SceneTree.") { // GH-86841
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Node2D *main = memnew(Node2D);
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Node2D *outer = memnew(Node2D);
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Node2D *inner = memnew(Node2D);
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SceneTree::get_singleton()->get_root()->add_child(main);
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main->set_position(Point2(100, 100));
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outer->set_position(Point2(10, 0));
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inner->set_position(Point2(0, 10));
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outer->add_child(inner);
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// `inner` is still detached.
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CHECK_EQ(inner->get_global_position(), Point2(10, 10));
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main->add_child(outer);
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// `inner` is in scene tree.
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CHECK_EQ(inner->get_global_position(), Point2(110, 110));
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main->remove_child(outer);
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// `inner` is detached again.
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CHECK_EQ(inner->get_global_position(), Point2(10, 10));
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memdelete(inner);
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memdelete(outer);
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memdelete(main);
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}
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}
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} // namespace TestNode2D
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#endif // TEST_NODE_2D_H
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