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			175 lines
		
	
	
	
		
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			C++
		
	
	
	
	
	
			
		
		
	
	
			175 lines
		
	
	
	
		
			5.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**************************************************************************/
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/*  test_tree.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_TREE_H
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#define TEST_TREE_H
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#include "scene/gui/tree.h"
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#include "tests/test_macros.h"
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namespace TestTree {
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TEST_CASE("[SceneTree][Tree]") {
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	SUBCASE("[Tree] Create and remove items.") {
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		Tree *tree = memnew(Tree);
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		TreeItem *root = tree->create_item();
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		TreeItem *child1 = tree->create_item();
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		CHECK_EQ(root->get_child_count(), 1);
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		TreeItem *child2 = tree->create_item(root);
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		CHECK_EQ(root->get_child_count(), 2);
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		TreeItem *child3 = tree->create_item(root, 0);
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		CHECK_EQ(root->get_child_count(), 3);
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		CHECK_EQ(root->get_child(0), child3);
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		CHECK_EQ(root->get_child(1), child1);
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		CHECK_EQ(root->get_child(2), child2);
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		root->remove_child(child3);
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		CHECK_EQ(root->get_child_count(), 2);
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		root->add_child(child3);
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		CHECK_EQ(root->get_child_count(), 3);
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		TreeItem *child4 = root->create_child();
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		CHECK_EQ(root->get_child_count(), 4);
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		CHECK_EQ(root->get_child(0), child1);
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		CHECK_EQ(root->get_child(1), child2);
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		CHECK_EQ(root->get_child(2), child3);
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		CHECK_EQ(root->get_child(3), child4);
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		memdelete(tree);
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	}
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	SUBCASE("[Tree] Clear items.") {
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		Tree *tree = memnew(Tree);
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		TreeItem *root = tree->create_item();
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		for (int i = 0; i < 10; i++) {
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			tree->create_item();
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		}
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		CHECK_EQ(root->get_child_count(), 10);
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		root->clear_children();
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		CHECK_EQ(root->get_child_count(), 0);
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		memdelete(tree);
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	}
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	SUBCASE("[Tree] Get last item.") {
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		Tree *tree = memnew(Tree);
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		TreeItem *root = tree->create_item();
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		TreeItem *last;
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		for (int i = 0; i < 10; i++) {
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			last = tree->create_item();
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		}
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		CHECK_EQ(root->get_child_count(), 10);
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		CHECK_EQ(tree->get_last_item(), last);
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		// Check nested.
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		TreeItem *old_last = last;
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		for (int i = 0; i < 10; i++) {
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			last = tree->create_item(old_last);
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		}
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		CHECK_EQ(tree->get_last_item(), last);
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		memdelete(tree);
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	}
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	// https://github.com/godotengine/godot/issues/96205
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	SUBCASE("[Tree] Get last item after removal.") {
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		Tree *tree = memnew(Tree);
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		TreeItem *root = tree->create_item();
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		TreeItem *child1 = tree->create_item(root);
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		TreeItem *child2 = tree->create_item(root);
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		CHECK_EQ(root->get_child_count(), 2);
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		CHECK_EQ(tree->get_last_item(), child2);
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		root->remove_child(child2);
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		CHECK_EQ(root->get_child_count(), 1);
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		CHECK_EQ(tree->get_last_item(), child1);
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		root->add_child(child2);
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		CHECK_EQ(root->get_child_count(), 2);
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		CHECK_EQ(tree->get_last_item(), child2);
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		memdelete(tree);
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	}
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	SUBCASE("[Tree] Previous and Next items.") {
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		Tree *tree = memnew(Tree);
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		TreeItem *root = tree->create_item();
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		TreeItem *child1 = tree->create_item();
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		TreeItem *child2 = tree->create_item();
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		TreeItem *child3 = tree->create_item();
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		CHECK_EQ(child1->get_next(), child2);
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		CHECK_EQ(child1->get_next_in_tree(), child2);
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		CHECK_EQ(child2->get_next(), child3);
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		CHECK_EQ(child2->get_next_in_tree(), child3);
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		CHECK_EQ(child3->get_next(), nullptr);
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		CHECK_EQ(child3->get_next_in_tree(), nullptr);
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		CHECK_EQ(child1->get_prev(), nullptr);
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		CHECK_EQ(child1->get_prev_in_tree(), root);
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		CHECK_EQ(child2->get_prev(), child1);
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		CHECK_EQ(child2->get_prev_in_tree(), child1);
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		CHECK_EQ(child3->get_prev(), child2);
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		CHECK_EQ(child3->get_prev_in_tree(), child2);
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		TreeItem *nested1 = tree->create_item(child2);
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		TreeItem *nested2 = tree->create_item(child2);
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		TreeItem *nested3 = tree->create_item(child2);
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		CHECK_EQ(child1->get_next(), child2);
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		CHECK_EQ(child1->get_next_in_tree(), child2);
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		CHECK_EQ(child2->get_next(), child3);
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		CHECK_EQ(child2->get_next_in_tree(), nested1);
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		CHECK_EQ(child3->get_prev(), child2);
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		CHECK_EQ(child3->get_prev_in_tree(), nested3);
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		CHECK_EQ(nested1->get_prev_in_tree(), child2);
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		CHECK_EQ(nested1->get_next_in_tree(), nested2);
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		memdelete(tree);
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	}
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}
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} // namespace TestTree
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#endif // TEST_TREE_H
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