Vendor gdUnit4 for Godot 4 client testing (D-030). Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
487 lines
19 KiB
GDScript
487 lines
19 KiB
GDScript
# GdUnit generated TestSuite
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@warning_ignore_start("redundant_await", "unsafe_method_access")
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class_name GdUnitSceneRunnerTest
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extends GdUnitTestSuite
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# TestSuite generated from
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const __source = 'res://addons/gdUnit4/src/core/GdUnitSceneRunnerImpl.gd'
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# loads the test runner and register for auto freeing after test
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func load_test_scene() -> Node:
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@warning_ignore("unsafe_method_access")
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return auto_free(load("res://addons/gdUnit4/test/mocker/resources/scenes/TestScene.tscn").instantiate())
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func before() -> void:
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# use a dedicated FPS because we calculate frames by time
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Engine.set_max_fps(60)
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func after() -> void:
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Engine.set_max_fps(0)
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func test_get_property() -> void:
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var runner := scene_runner(load_test_scene())
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assert_that(runner.get_property("_box1")).is_instanceof(ColorRect)
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assert_that(runner.get_property("_invalid")).is_equal("The property '_invalid' not exist checked loaded scene.")
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assert_that(runner.get_property("_nullable")).is_null()
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func test_set_property() -> void:
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var runner := scene_runner(load_test_scene())
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assert_that(runner.set_property("_invalid", 42)).is_equal(false)
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assert_that(runner.set_property("_nullable", RefCounted.new())).is_equal(true)
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assert_that(runner.get_property("_nullable")).is_instanceof(RefCounted)
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func test_invoke_method() -> void:
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var runner := scene_runner(load_test_scene())
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assert_that(runner.invoke("add", 10, 12)).is_equal(22)
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assert_that(runner.invoke("sub", 10, 12)).is_equal("The method 'sub' not exist checked loaded scene.")
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@warning_ignore("unused_parameter")
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func test_simulate_frames(timeout := 5000) -> void:
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var runner := scene_runner(load_test_scene())
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var box1 :ColorRect = runner.get_property("_box1")
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# initial is white
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assert_object(box1.color).is_equal(Color.WHITE)
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# start color cycle by invoke the function 'start_color_cycle'
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runner.invoke("start_color_cycle")
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# we wait for 10 frames
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await runner.simulate_frames(10)
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# after 10 frame is still white
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assert_object(box1.color).is_equal(Color.WHITE)
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# we wait 30 more frames
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await runner.simulate_frames(30)
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# after 40 frames the box one should be changed to red
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assert_object(box1.color).is_equal(Color.RED)
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@warning_ignore("unused_parameter")
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func test_simulate_frames_withdelay(timeout := 4000) -> void:
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var runner := scene_runner(load_test_scene())
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var box1 :ColorRect = runner.get_property("_box1")
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# initial is white
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assert_object(box1.color).is_equal(Color.WHITE)
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# start color cycle by invoke the function 'start_color_cycle'
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runner.invoke("start_color_cycle")
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# we wait for 10 frames each with a 50ms delay
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await runner.simulate_frames(10, 50)
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# after 10 frame and in sum 500ms is should be changed to red
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assert_object(box1.color).is_equal(Color.RED)
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@warning_ignore("unused_parameter")
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func test_run_scene_colorcycle(timeout := 2000) -> void:
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var runner := scene_runner(load_test_scene())
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var box1 :ColorRect = runner.get_property("_box1")
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# verify inital color
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assert_object(box1.color).is_equal(Color.WHITE)
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# start color cycle by invoke the function 'start_color_cycle'
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runner.invoke("start_color_cycle")
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# await for each color cycle is emited
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await runner.await_signal("panel_color_change", [box1, Color.RED])
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assert_object(box1.color).is_equal(Color.RED)
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await runner.await_signal("panel_color_change", [box1, Color.BLUE])
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assert_object(box1.color).is_equal(Color.BLUE)
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await runner.await_signal("panel_color_change", [box1, Color.GREEN])
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assert_object(box1.color).is_equal(Color.GREEN)
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func test_simulate_scene_inteaction_by_press_enter(timeout := 2000) -> void:
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var runner := scene_runner(load_test_scene())
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# inital no spell is fired
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assert_object(runner.find_child("Spell")).is_null()
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# fire spell be pressing enter key
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runner.simulate_key_pressed(KEY_ENTER)
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# wait until next frame
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await await_idle_frame()
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# verify a spell is created
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assert_object(runner.find_child("Spell")).is_not_null()
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# wait until spell is explode after around 1s
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var spell := runner.find_child("Spell")
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if spell == null:
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return
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await await_signal_on(spell, "spell_explode", [spell], timeout)
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# verify spell is removed when is explode
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assert_object(runner.find_child("Spell")).is_null()
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# mock on a runner and spy on created spell
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func test_simulate_scene_inteaction_in_combination_with_spy() -> void:
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var spy_: Object = spy(load_test_scene())
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# create a runner runner
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var runner := scene_runner(spy_)
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# simulate a key event to fire a spell
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await runner.simulate_key_pressed(KEY_ENTER)
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verify(spy_).create_spell()
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var spell := runner.find_child("Spell")
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assert_that(spell).is_not_null()
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assert_that(spell.is_connected("spell_explode", Callable(spy_, "_destroy_spell"))).is_true()
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func test_simulate_scene_interact_with_buttons() -> void:
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var spyed_scene :Variant = spy("res://addons/gdUnit4/test/mocker/resources/scenes/TestScene.tscn")
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var runner := scene_runner(spyed_scene)
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# test button 1 interaction
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await await_millis(1000)
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runner.set_mouse_position(Vector2(60, 20))
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runner.simulate_mouse_button_pressed(MOUSE_BUTTON_LEFT)
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await await_idle_frame()
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verify(spyed_scene)._on_panel_color_changed(spyed_scene._box1, Color.RED)
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verify(spyed_scene)._on_panel_color_changed(spyed_scene._box1, Color.GRAY)
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verify(spyed_scene, 0)._on_panel_color_changed(spyed_scene._box2, any_color())
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verify(spyed_scene, 0)._on_panel_color_changed(spyed_scene._box3, any_color())
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# test button 2 interaction
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reset(spyed_scene)
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await await_millis(1000)
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runner.set_mouse_position(Vector2(160, 20))
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runner.simulate_mouse_button_pressed(MOUSE_BUTTON_LEFT)
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await await_idle_frame()
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verify(spyed_scene, 0)._on_panel_color_changed(spyed_scene._box1, any_color())
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verify(spyed_scene)._on_panel_color_changed(spyed_scene._box2, Color.RED)
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verify(spyed_scene)._on_panel_color_changed(spyed_scene._box2, Color.GRAY)
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verify(spyed_scene, 0)._on_panel_color_changed(spyed_scene._box3, any_color())
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# test button 3 interaction (is changed after 1s to gray)
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reset(spyed_scene)
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await await_millis(1000)
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runner.set_mouse_position(Vector2(260, 20))
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runner.simulate_mouse_button_pressed(MOUSE_BUTTON_LEFT)
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await await_idle_frame()
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verify(spyed_scene, 0)._on_panel_color_changed(spyed_scene._box1, any_color())
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verify(spyed_scene, 0)._on_panel_color_changed(spyed_scene._box2, any_color())
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# is changed to red
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verify(spyed_scene)._on_panel_color_changed(spyed_scene._box3, Color.RED)
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# no gray
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verify(spyed_scene, 0)._on_panel_color_changed(spyed_scene._box3, Color.GRAY)
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# after one second is changed to gray
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await await_millis(1200)
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verify(spyed_scene)._on_panel_color_changed(spyed_scene._box3, Color.GRAY)
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func test_await_func_without_time_factor() -> void:
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var runner := scene_runner(load_test_scene())
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await runner.await_func("color_cycle").is_equal("black")
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func test_await_func_with_time_factor() -> void:
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var runner := scene_runner(load_test_scene())
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# set max time factor to minimize waiting time checked `runner.wait_func`
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runner.set_time_factor(10)
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await runner.await_func("color_cycle").wait_until(200).is_equal("black")
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func test_await_signal_without_time_factor() -> void:
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var runner := scene_runner(load_test_scene())
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var box1 :ColorRect = runner.get_property("_box1")
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runner.invoke("start_color_cycle")
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await runner.await_signal("panel_color_change", [box1, Color.RED])
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await runner.await_signal("panel_color_change", [box1, Color.BLUE])
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await runner.await_signal("panel_color_change", [box1, Color.GREEN])
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(
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# should be interrupted is will never change to Color.KHAKI
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await assert_failure_await(func x() -> void: await runner.await_signal( "panel_color_change", [box1, Color.KHAKI], 300))
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).has_message("await_signal_on(panel_color_change, [%s, %s]) timed out after 300ms" % [str(box1), str(Color.KHAKI)])\
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.has_line(207)
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func test_await_signal_with_time_factor() -> void:
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var runner := scene_runner(load_test_scene())
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var box1 :ColorRect = runner.get_property("_box1")
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# set max time factor to minimize waiting time checked `runner.wait_func`
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runner.set_time_factor(10)
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runner.invoke("start_color_cycle")
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await runner.await_signal("panel_color_change", [box1, Color.RED], 100)
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await runner.await_signal("panel_color_change", [box1, Color.BLUE], 100)
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await runner.await_signal("panel_color_change", [box1, Color.GREEN], 100)
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(
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# should be interrupted is will never change to Color.KHAKI
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await assert_failure_await(func x() -> void: await runner.await_signal("panel_color_change", [box1, Color.KHAKI], 30))
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).has_message("await_signal_on(panel_color_change, [%s, %s]) timed out after 30ms" % [str(box1), str(Color.KHAKI)])\
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.has_line(224)
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func test_simulate_until_signal() -> void:
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var runner := scene_runner(load_test_scene())
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var box1 :ColorRect = runner.get_property("_box1")
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# set max time factor to minimize waiting time checked `runner.wait_func`
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runner.invoke("start_color_cycle")
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await runner.simulate_until_signal("panel_color_change", box1, Color.RED)
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await runner.simulate_until_signal("panel_color_change", box1, Color.BLUE)
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await runner.simulate_until_signal("panel_color_change", box1, Color.GREEN)
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@warning_ignore("unused_parameter")
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func test_simulate_until_object_signal(timeout := 2000) -> void:
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var runner := scene_runner(load_test_scene())
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# inital no spell is fired
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assert_object(runner.find_child("Spell")).is_null()
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# fire spell be pressing enter key
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runner.simulate_key_pressed(KEY_ENTER)
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# wait until next frame
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await await_idle_frame()
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var spell := runner.find_child("Spell")
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# simmulate scene until the spell is explode
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await runner.simulate_until_object_signal(spell, "spell_explode", spell)
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# verify spell is removed when is explode
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assert_object(runner.find_child("Spell")).is_null()
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func test_runner_by_null_instance() -> void:
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var runner :GdUnitSceneRunnerImpl = scene_runner(null)
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assert_object(runner._current_scene).is_null()
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func test_runner_by_invalid_resource_path() -> void:
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# not existing scene
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@warning_ignore("unsafe_property_access")
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assert_object(scene_runner("res://test_scene.tscn")._current_scene).is_null()
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# not a path to a scene
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@warning_ignore("unsafe_property_access")
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assert_object(scene_runner("res://addons/gdUnit4/test/core/resources/scenes/simple_scene.gd")._current_scene).is_null()
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func test_runner_by_invalid_uid_path() -> void:
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# not existing scene
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@warning_ignore("unsafe_property_access")
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assert_object(scene_runner("uid://invalid_uid")._current_scene).is_null()
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func test_runner_by_uid_path() -> void:
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# uid is for res://addons/gdUnit4/test/core/resources/scenes/simple_scene.tscn
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var runner := scene_runner("uid://cn8ucy2rheu0f")
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assert_object(runner.scene()).is_instanceof(Node2D)
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# verify the scene is freed when the runner is freed
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var scene := runner.scene()
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assert_bool(is_instance_valid(scene)).is_true()
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runner._notification(NOTIFICATION_PREDELETE)
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# give engine time to free the resources
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await await_idle_frame()
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# verify runner and scene is freed
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assert_bool(is_instance_valid(scene)).is_false()
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func test_runner_by_binary_resource_path() -> void:
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var runner := scene_runner("res://addons/gdUnit4/test/core/resources/scenes/simple_scene.scn")
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assert_object(runner.scene()).is_instanceof(Node2D)
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# verify the scene is freed when the runner is freed
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var scene := runner.scene()
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assert_bool(is_instance_valid(scene)).is_true()
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runner._notification(NOTIFICATION_PREDELETE)
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# give engine time to free the resources
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await await_idle_frame()
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# verify runner and scene is freed
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assert_bool(is_instance_valid(scene)).is_false()
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func test_runner_by_resource_path() -> void:
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var runner := scene_runner("res://addons/gdUnit4/test/core/resources/scenes/simple_scene.tscn")
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assert_object(runner.scene()).is_instanceof(Node2D)
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# verify the scene is freed when the runner is freed
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var scene := runner.scene()
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assert_bool(is_instance_valid(scene)).is_true()
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runner._notification(NOTIFICATION_PREDELETE)
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# give engine time to free the resources
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await await_idle_frame()
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# verify runner and scene is freed
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assert_bool(is_instance_valid(scene)).is_false()
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func test_runner_by_invalid_scene_instance() -> void:
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var scene := RefCounted.new()
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var runner: GdUnitSceneRunnerImpl = scene_runner(scene)
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assert_object(runner._current_scene).is_null()
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func test_runner_by_scene_instance() -> void:
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var scene :Node = load("res://addons/gdUnit4/test/core/resources/scenes/simple_scene.tscn").instantiate()
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var runner := scene_runner(scene)
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assert_object(runner.scene()).is_instanceof(Node2D)
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# verify the scene is freed when the runner is freed
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runner._notification(NOTIFICATION_PREDELETE)
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# give engine time to free the resources
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await await_idle_frame()
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# scene runner using external scene do not free the scene at exit
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assert_bool(is_instance_valid(scene)).is_true()
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# needs to be manually freed
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scene.free()
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func test_mouse_drag_and_drop() -> void:
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var spy_scene :Variant = spy("res://addons/gdUnit4/test/core/resources/scenes/drag_and_drop/DragAndDropTestScene.tscn")
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var runner := scene_runner(spy_scene)
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var slot_left :TextureRect = $"/root/DragAndDropScene/left/TextureRect"
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var slot_right :TextureRect = $"/root/DragAndDropScene/right/TextureRect"
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var save_mouse_pos := get_tree().root.get_mouse_position()
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# set inital mouse pos over the left slot
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var mouse_pos := slot_left.global_position + Vector2(50, 50)
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runner.set_mouse_position(mouse_pos)
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#await await_millis(1000)
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await await_idle_frame()
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var event := InputEventMouseMotion.new()
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event.position = mouse_pos
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event.global_position = save_mouse_pos
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verify(spy_scene, 1)._gui_input(event)
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runner.simulate_mouse_button_press(MOUSE_BUTTON_LEFT)
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await await_idle_frame()
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assert_bool(Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)).is_true()
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# start drag&drop to left pannel
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for i in 20:
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runner.simulate_mouse_move(mouse_pos + Vector2(i*.4*i, 0))
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await await_millis(40)
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runner.simulate_mouse_button_release(MOUSE_BUTTON_LEFT)
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await await_idle_frame()
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assert_that(slot_right.texture).is_equal(slot_left.texture)
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func test_touch_drag_and_drop_relative() -> void:
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var spy_scene :Variant = spy("res://addons/gdUnit4/test/core/resources/scenes/drag_and_drop/DragAndDropTestScene.tscn")
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var runner := scene_runner(spy_scene)
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var slot_left :TextureRect = $"/root/DragAndDropScene/left/TextureRect"
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var slot_right :TextureRect = $"/root/DragAndDropScene/right/TextureRect"
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var drag_start := slot_left.global_position + Vector2(50, 50)
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# set inital mouse pos over the left touch button
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runner.simulate_screen_touch_press(0, drag_start)
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await await_idle_frame()
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assert_bool(Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)).is_true()
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assert_that(get_tree().root.get_mouse_position()).is_equal(drag_start)
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# enable only for a small wait to for manual testing
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#await await_millis(1000)
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# start drag&drop to right touch button
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var drag_end := drag_start + Vector2(140, 0)
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await runner.simulate_screen_touch_drag_relative(0, Vector2(140, 0))
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# verify
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assert_that(slot_right.texture).is_equal(slot_left.texture)
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assert_that(get_tree().root.get_mouse_position()).is_equal(drag_end)
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assert_bool(Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)).is_false()
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func test_touch_drag_and_drop_absolute() -> void:
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var spy_scene :Variant = spy("res://addons/gdUnit4/test/core/resources/scenes/drag_and_drop/DragAndDropTestScene.tscn")
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var runner := scene_runner(spy_scene)
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var slot_left :TextureRect = $"/root/DragAndDropScene/left/TextureRect"
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var slot_right :TextureRect = $"/root/DragAndDropScene/right/TextureRect"
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var drag_start := slot_left.global_position + Vector2(50, 50)
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# set inital mouse pos over the left touch button
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runner.simulate_screen_touch_press(0, drag_start)
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await await_idle_frame()
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assert_bool(Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)).is_true()
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assert_that(get_tree().root.get_mouse_position()).is_equal(drag_start)
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# enable only for a small wait to for manual testing
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#await await_millis(1000)
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# start drag&drop to right touch button
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var drag_end := Vector2(drag_start.x+140, drag_start.y)
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await runner.simulate_screen_touch_drag_absolute(0, drag_end)
|
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# verify
|
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assert_that(slot_right.texture).is_equal(slot_left.texture)
|
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assert_that(get_tree().root.get_mouse_position()).is_equal(drag_end)
|
|
assert_bool(Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)).is_false()
|
|
|
|
|
|
func test_touch_drag_and_drop() -> void:
|
|
var spy_scene :Variant = spy("res://addons/gdUnit4/test/core/resources/scenes/drag_and_drop/DragAndDropTestScene.tscn")
|
|
var runner := scene_runner(spy_scene)
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|
var slot_left :TextureRect = $"/root/DragAndDropScene/left/TextureRect"
|
|
var slot_right :TextureRect = $"/root/DragAndDropScene/right/TextureRect"
|
|
var drag_start := slot_left.global_position + Vector2(50, 50)
|
|
|
|
# start drag&drop to right touch button
|
|
var drag_end := Vector2(drag_start.x+140, drag_start.y)
|
|
await runner.simulate_screen_touch_drag_drop(0, drag_start, drag_end)
|
|
# verify
|
|
assert_that(slot_right.texture).is_equal(slot_left.texture)
|
|
assert_that(get_tree().root.get_mouse_position()).is_equal(drag_end)
|
|
assert_bool(Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)).is_false()
|
|
|
|
|
|
func test_runner_GD_356() -> void:
|
|
# to avoid reporting the expected push_error as test failure we disable it
|
|
ProjectSettings.set_setting(GdUnitSettings.REPORT_PUSH_ERRORS, false)
|
|
var runner := scene_runner("res://addons/gdUnit4/test/core/resources/scenes/simple_scene.tscn")
|
|
var player: Object = runner.invoke("find_child", "Player", true, false)
|
|
assert_that(player).is_not_null()
|
|
await assert_func(player, "is_on_floor").wait_until(500).is_true()
|
|
assert_that(runner.scene()).is_not_null()
|
|
# run simulate_mouse_move_relative without await to reproduce https://github.com/MikeSchulze/gdUnit4/issues/356
|
|
# this results into releasing the scene while `simulate_mouse_move_relative` is processing the mouse move
|
|
runner.simulate_mouse_move_relative(Vector2(100, 100), 1.0)
|
|
assert_that(runner.scene()).is_not_null()
|
|
|
|
|
|
func test_move_window_to_foreground() -> void:
|
|
var runner := scene_runner("res://addons/gdUnit4/test/core/resources/scenes/simple_scene.tscn")
|
|
# we set inital to background
|
|
runner.move_window_to_background()
|
|
await runner.simulate_frames(1)
|
|
if not Engine.is_embedded_in_editor():
|
|
# We need a workaround because of https://github.com/godotengine/godot/issues/111119
|
|
var expecetd_mode := DisplayServer.WINDOW_MODE_WINDOWED if OS.get_name() == "Linux" else DisplayServer.WINDOW_MODE_MINIMIZED
|
|
assert_that(DisplayServer.window_get_mode()).is_equal(expecetd_mode)
|
|
else:
|
|
assert_that(DisplayServer.window_get_mode()).is_equal(DisplayServer.WINDOW_MODE_WINDOWED)
|
|
# force window to foreground
|
|
runner.move_window_to_foreground()
|
|
await runner.simulate_frames(1)
|
|
assert_that(DisplayServer.window_get_mode()).is_equal(DisplayServer.WINDOW_MODE_WINDOWED)
|
|
|
|
|
|
# https://github.com/MikeSchulze/gdUnit4/issues/1020
|
|
func test_load_scene_with_audio_player() -> void:
|
|
var runner := scene_runner("res://addons/gdUnit4/test/core/resources/scenes/scene_audio.tscn")
|
|
|
|
await runner.simulate_frames(1)
|
|
|
|
|
|
# we override the scene runner function for test purposes to hide push_error notifications
|
|
func scene_runner(scene :Variant, verbose := false) -> GdUnitSceneRunner:
|
|
return auto_free(GdUnitSceneRunnerImpl.new(scene, verbose, true))
|