initial commit, 4.5 stable
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283
tests/scene/test_packed_scene.h
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283
tests/scene/test_packed_scene.h
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/**************************************************************************/
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/* test_packed_scene.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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#pragma once
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#include "scene/resources/packed_scene.h"
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#include "tests/test_macros.h"
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namespace TestPackedScene {
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TEST_CASE("[PackedScene] Pack Scene and Retrieve State") {
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// Create a scene to pack.
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Node *scene = memnew(Node);
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scene->set_name("TestScene");
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// Pack the scene.
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PackedScene packed_scene;
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const Error err = packed_scene.pack(scene);
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CHECK(err == OK);
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// Retrieve the packed state.
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Ref<SceneState> state = packed_scene.get_state();
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CHECK(state.is_valid());
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CHECK(state->get_node_count() == 1);
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CHECK(state->get_node_name(0) == "TestScene");
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memdelete(scene);
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}
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TEST_CASE("[PackedScene] Signals Preserved when Packing Scene") {
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// Create main scene
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// root
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// `- sub_node (local)
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// `- sub_scene (instance of another scene)
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// `- sub_scene_node (owned by sub_scene)
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Node *main_scene_root = memnew(Node);
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Node *sub_node = memnew(Node);
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Node *sub_scene_root = memnew(Node);
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Node *sub_scene_node = memnew(Node);
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main_scene_root->add_child(sub_node);
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sub_node->set_owner(main_scene_root);
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sub_scene_root->add_child(sub_scene_node);
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sub_scene_node->set_owner(sub_scene_root);
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main_scene_root->add_child(sub_scene_root);
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sub_scene_root->set_owner(main_scene_root);
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SUBCASE("Signals that should be saved") {
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int main_flags = Object::CONNECT_PERSIST;
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// sub node to a node in main scene
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sub_node->connect("ready", callable_mp(main_scene_root, &Node::is_ready), main_flags);
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// subscene root to a node in main scene
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sub_scene_root->connect("ready", callable_mp(main_scene_root, &Node::is_ready), main_flags);
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//subscene root to subscene root (connected within main scene)
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sub_scene_root->connect("ready", callable_mp(sub_scene_root, &Node::is_ready), main_flags);
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// Pack the scene.
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Ref<PackedScene> packed_scene;
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packed_scene.instantiate();
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const Error err = packed_scene->pack(main_scene_root);
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CHECK(err == OK);
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// Make sure the right connections are in packed scene.
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Ref<SceneState> state = packed_scene->get_state();
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CHECK_EQ(state->get_connection_count(), 3);
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}
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/*
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// FIXME: This subcase requires GH-48064 to be fixed.
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SUBCASE("Signals that should not be saved") {
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int subscene_flags = Object::CONNECT_PERSIST | Object::CONNECT_INHERITED;
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// subscene node to itself
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sub_scene_node->connect("ready", callable_mp(sub_scene_node, &Node::is_ready), subscene_flags);
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// subscene node to subscene root
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sub_scene_node->connect("ready", callable_mp(sub_scene_root, &Node::is_ready), subscene_flags);
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//subscene root to subscene root (connected within sub scene)
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sub_scene_root->connect("ready", callable_mp(sub_scene_root, &Node::is_ready), subscene_flags);
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// Pack the scene.
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Ref<PackedScene> packed_scene;
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packed_scene.instantiate();
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const Error err = packed_scene->pack(main_scene_root);
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CHECK(err == OK);
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// Make sure the right connections are in packed scene.
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Ref<SceneState> state = packed_scene->get_state();
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CHECK_EQ(state->get_connection_count(), 0);
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}
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*/
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memdelete(main_scene_root);
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}
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TEST_CASE("[PackedScene] Clear Packed Scene") {
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// Create a scene to pack.
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Node *scene = memnew(Node);
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scene->set_name("TestScene");
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// Pack the scene.
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PackedScene packed_scene;
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packed_scene.pack(scene);
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// Clear the packed scene.
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packed_scene.clear();
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// Check if it has been cleared.
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Ref<SceneState> state = packed_scene.get_state();
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CHECK_FALSE(state->get_node_count() == 1);
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memdelete(scene);
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}
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TEST_CASE("[PackedScene] Can Instantiate Packed Scene") {
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// Create a scene to pack.
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Node *scene = memnew(Node);
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scene->set_name("TestScene");
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// Pack the scene.
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PackedScene packed_scene;
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packed_scene.pack(scene);
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// Check if the packed scene can be instantiated.
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const bool can_instantiate = packed_scene.can_instantiate();
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CHECK(can_instantiate == true);
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memdelete(scene);
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}
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TEST_CASE("[PackedScene] Instantiate Packed Scene") {
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// Create a scene to pack.
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Node *scene = memnew(Node);
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scene->set_name("TestScene");
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// Pack the scene.
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PackedScene packed_scene;
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packed_scene.pack(scene);
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// Instantiate the packed scene.
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Node *instance = packed_scene.instantiate();
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CHECK(instance != nullptr);
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CHECK(instance->get_name() == "TestScene");
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memdelete(scene);
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memdelete(instance);
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}
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TEST_CASE("[PackedScene] Instantiate Packed Scene With Children") {
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// Create a scene to pack.
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Node *scene = memnew(Node);
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scene->set_name("TestScene");
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// Add persisting child nodes to the scene.
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Node *child1 = memnew(Node);
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child1->set_name("Child1");
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scene->add_child(child1);
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child1->set_owner(scene);
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Node *child2 = memnew(Node);
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child2->set_name("Child2");
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scene->add_child(child2);
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child2->set_owner(scene);
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// Add non persisting child node to the scene.
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Node *child3 = memnew(Node);
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child3->set_name("Child3");
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scene->add_child(child3);
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// Pack the scene.
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PackedScene packed_scene;
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packed_scene.pack(scene);
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// Instantiate the packed scene.
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Node *instance = packed_scene.instantiate();
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CHECK(instance != nullptr);
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CHECK(instance->get_name() == "TestScene");
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// Validate the child nodes of the instantiated scene.
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CHECK(instance->get_child_count() == 2);
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CHECK(instance->get_child(0)->get_name() == "Child1");
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CHECK(instance->get_child(1)->get_name() == "Child2");
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CHECK(instance->get_child(0)->get_owner() == instance);
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CHECK(instance->get_child(1)->get_owner() == instance);
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memdelete(scene);
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memdelete(instance);
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}
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TEST_CASE("[PackedScene] Set Path") {
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// Create a scene to pack.
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Node *scene = memnew(Node);
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scene->set_name("TestScene");
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// Pack the scene.
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PackedScene packed_scene;
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packed_scene.pack(scene);
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// Set a new path for the packed scene.
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const String new_path = "NewTestPath";
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packed_scene.set_path(new_path);
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// Check if the path has been set correctly.
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Ref<SceneState> state = packed_scene.get_state();
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CHECK(state.is_valid());
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CHECK(state->get_path() == new_path);
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memdelete(scene);
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}
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TEST_CASE("[PackedScene] Replace State") {
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// Create a scene to pack.
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Node *scene = memnew(Node);
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scene->set_name("TestScene");
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// Pack the scene.
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PackedScene packed_scene;
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packed_scene.pack(scene);
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// Create another scene state to replace with.
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Ref<SceneState> new_state = memnew(SceneState);
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new_state->set_path("NewPath");
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// Replace the state.
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packed_scene.replace_state(new_state);
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// Check if the state has been replaced.
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Ref<SceneState> state = packed_scene.get_state();
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CHECK(state.is_valid());
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CHECK(state == new_state);
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memdelete(scene);
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}
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TEST_CASE("[PackedScene] Recreate State") {
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// Create a scene to pack.
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Node *scene = memnew(Node);
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scene->set_name("TestScene");
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// Pack the scene.
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PackedScene packed_scene;
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packed_scene.pack(scene);
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// Recreate the state.
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packed_scene.recreate_state();
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// Check if the state has been recreated.
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Ref<SceneState> state = packed_scene.get_state();
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CHECK(state.is_valid());
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CHECK(state->get_node_count() == 0); // Since the state was recreated, it should be empty.
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memdelete(scene);
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}
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} // namespace TestPackedScene
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