mirror of
https://gitlab.com/open-fpsz/open-fpsz.git
synced 2026-01-20 03:54:47 +00:00
563 lines
20 KiB
GDScript
563 lines
20 KiB
GDScript
@tool
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class_name GutUtils
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extends Object
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# ------------------------------------------------------------------------------
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# Description
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# -----------
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# This class is a PSUEDO SINGLETON. You should not make instances of it but use
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# the get_instance static method.
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# ------------------------------------------------------------------------------
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# NOTE: I think this can become completely static now that we have static
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# variables. A lot would have to change though. But it would be good
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# to do.
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# ------------------------------------------------------------------------------
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const GUT_METADATA = '__gutdbl'
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# Note, these cannot change since places are checking for TYPE_INT to determine
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# how to process parameters.
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enum DOUBLE_STRATEGY{
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INCLUDE_NATIVE,
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SCRIPT_ONLY,
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}
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enum DIFF {
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DEEP,
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SIMPLE
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}
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const TEST_STATUSES = {
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NO_ASSERTS = 'no asserts',
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SKIPPED = 'skipped',
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NOT_RUN = 'not run',
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PENDING = 'pending',
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# These two got the "ed" b/c pass is a reserved word and I could not
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# think of better words.
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FAILED = 'fail',
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PASSED = 'pass'
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}
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static var avail_fonts = ['AnonymousPro', 'CourierPrime', 'LobsterTwo', 'Default']
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# This is a holdover from when GUT was making a psuedo autoload. It would add
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# an instance of this class to the tree with a name and retrieve it when
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# get_instance was called. We now have static variables so this var is now
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# used instead of a node.
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static var _the_instance = null
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# ------------------------------------------------------------------------------
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# Gets the root node without having to be in the tree and pushing out an error
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# if we don't have a main loop ready to go yet.
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# ------------------------------------------------------------------------------
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static func get_root_node():
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var main_loop = Engine.get_main_loop()
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if(main_loop != null):
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return main_loop.root
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else:
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push_error('No Main Loop Yet')
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return null
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# ------------------------------------------------------------------------------
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# Get the ONE instance of utils
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# ------------------------------------------------------------------------------
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static func get_instance():
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if(_the_instance == null):
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_the_instance = GutUtils.new()
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return _the_instance
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# ------------------------------------------------------------------------------
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# Gets the value from an enum.
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# - If passed an integer value as a string it will convert it to an int and
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# processes the int value.
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# - If the value is a float then it is converted to an int and then processes
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# the int value
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# - If the value is an int, or was converted to an int, then the enum is checked
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# to see if it contains the value, if so then the value is returned.
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# Otherwise the default is returned.
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# - If the value is a string then it is uppercased and all spaces are replaced
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# with underscores. It then checks to see if enum contains a key of that
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# name. If so then the value for that key is returned, otherwise the default
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# is returned.
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#
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# This description is longer than the code, you should have just read the code
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# and the tests.
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# ------------------------------------------------------------------------------
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static func get_enum_value(thing, e, default=null):
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var to_return = default
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if(typeof(thing) == TYPE_STRING and str(thing.to_int()) == thing):
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thing = thing.to_int()
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elif(typeof(thing) == TYPE_FLOAT):
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thing = int(thing)
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if(typeof(thing) == TYPE_STRING):
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var converted = thing.to_upper().replace(' ', '_')
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if(e.keys().has(converted)):
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to_return = e[converted]
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else:
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if(e.values().has(thing)):
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to_return = thing
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return to_return
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# ------------------------------------------------------------------------------
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# return if_null if value is null otherwise return value
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# ------------------------------------------------------------------------------
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static func nvl(value, if_null):
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if(value == null):
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return if_null
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else:
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return value
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# ------------------------------------------------------------------------------
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# ------------------------------------------------------------------------------
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static func pretty_print(dict):
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print(JSON.stringify(dict, ' '))
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# ------------------------------------------------------------------------------
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# ------------------------------------------------------------------------------
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static func print_properties(props, thing, print_all_meta=false):
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for i in range(props.size()):
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var prop_name = props[i].name
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var prop_value = thing.get(props[i].name)
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var print_value = str(prop_value)
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if(print_value.length() > 100):
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print_value = print_value.substr(0, 97) + '...'
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elif(print_value == ''):
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print_value = 'EMPTY'
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print(prop_name, ' = ', print_value)
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if(print_all_meta):
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print(' ', props[i])
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# ------------------------------------------------------------------------------
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# Gets the value of the node_property 'script' from a PackedScene's root node.
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# This does not assume the location of the root node in the PackedScene's node
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# list. This also does not assume the index of the 'script' node property in
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# a nodes's property list.
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# ------------------------------------------------------------------------------
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static func get_scene_script_object(scene):
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var state = scene.get_state()
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var to_return = null
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var root_node_path = NodePath(".")
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var node_idx = 0
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while(node_idx < state.get_node_count() and to_return == null):
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if(state.get_node_path(node_idx) == root_node_path):
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for i in range(state.get_node_property_count(node_idx)):
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if(state.get_node_property_name(node_idx, i) == 'script'):
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to_return = state.get_node_property_value(node_idx, i)
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node_idx += 1
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return to_return
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# ##############################################################################
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# Start Class
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# ##############################################################################
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var Logger = load('res://addons/gut/logger.gd') # everything should use get_logger
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var _lgr = null
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var json = JSON.new()
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var _test_mode = false
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var AutoFree = load('res://addons/gut/autofree.gd')
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var Awaiter = load('res://addons/gut/awaiter.gd')
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var Comparator = load('res://addons/gut/comparator.gd')
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var CompareResult = load('res://addons/gut/compare_result.gd')
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var DiffTool = load('res://addons/gut/diff_tool.gd')
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var Doubler = load('res://addons/gut/doubler.gd')
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var Gut = load('res://addons/gut/gut.gd')
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var GutConfig = load('res://addons/gut/gut_config.gd')
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var HookScript = load('res://addons/gut/hook_script.gd')
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var InnerClassRegistry = load('res://addons/gut/inner_class_registry.gd')
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var InputFactory = load("res://addons/gut/input_factory.gd")
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var InputSender = load("res://addons/gut/input_sender.gd")
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var JunitXmlExport = load('res://addons/gut/junit_xml_export.gd')
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var MethodMaker = load('res://addons/gut/method_maker.gd')
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var OneToMany = load('res://addons/gut/one_to_many.gd')
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var OrphanCounter = load('res://addons/gut/orphan_counter.gd')
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var ParameterFactory = load('res://addons/gut/parameter_factory.gd')
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var ParameterHandler = load('res://addons/gut/parameter_handler.gd')
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var Printers = load('res://addons/gut/printers.gd')
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var ResultExporter = load('res://addons/gut/result_exporter.gd')
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var ScriptCollector = load('res://addons/gut/script_parser.gd')
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var Spy = load('res://addons/gut/spy.gd')
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var Strutils = load('res://addons/gut/strutils.gd')
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var Stubber = load('res://addons/gut/stubber.gd')
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var StubParams = load('res://addons/gut/stub_params.gd')
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var Summary = load('res://addons/gut/summary.gd')
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var Test = load('res://addons/gut/test.gd')
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var TestCollector = load('res://addons/gut/test_collector.gd')
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var ThingCounter = load('res://addons/gut/thing_counter.gd')
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var CollectedTest = load('res://addons/gut/collected_test.gd')
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var CollectedScript = load('res://addons/gut/collected_test.gd')
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var GutScene = load('res://addons/gut/GutScene.tscn')
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# Source of truth for the GUT version
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var version = '9.2.1'
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# The required Godot version as an array.
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var req_godot = [4, 2, 0]
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# ------------------------------------------------------------------------------
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# Blurb of text with GUT and Godot versions.
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# ------------------------------------------------------------------------------
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func get_version_text():
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var v_info = Engine.get_version_info()
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var gut_version_info = str('GUT version: ', version)
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var godot_version_info = str('Godot version: ', v_info.major, '.', v_info.minor, '.', v_info.patch)
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return godot_version_info + "\n" + gut_version_info
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# ------------------------------------------------------------------------------
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# Returns a nice string for erroring out when we have a bad Godot version.
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# ------------------------------------------------------------------------------
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func get_bad_version_text():
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var ver = '.'.join(PackedStringArray(req_godot))
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var info = Engine.get_version_info()
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var gd_version = str(info.major, '.', info.minor, '.', info.patch)
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return 'GUT ' + version + ' requires Godot ' + ver + ' or greater. Godot version is ' + gd_version
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# ------------------------------------------------------------------------------
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# Checks the Godot version against req_godot array.
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# ------------------------------------------------------------------------------
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func is_version_ok(engine_info=Engine.get_version_info(),required=req_godot):
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var is_ok = null
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var engine_array = [engine_info.major, engine_info.minor, engine_info.patch]
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var idx = 0
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while(is_ok == null and idx < engine_array.size()):
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if(engine_array[idx] > required[idx]):
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is_ok = true
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elif(engine_array[idx] < required[idx]):
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is_ok = false
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idx += 1
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# still null means each index was the same.
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return nvl(is_ok, true)
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func godot_version(engine_info=Engine.get_version_info()):
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return str(engine_info.major, '.', engine_info.minor, '.', engine_info.patch)
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func is_godot_version(expected, engine_info=Engine.get_version_info()):
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var engine_array = [engine_info.major, engine_info.minor, engine_info.patch]
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var expected_array = expected.split('.')
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if(expected_array.size() > engine_array.size()):
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return false
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var is_version = true
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var i = 0
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while(i < expected_array.size() and i < engine_array.size() and is_version):
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if(expected_array[i] == str(engine_array[i])):
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i += 1
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else:
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is_version = false
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return is_version
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func is_godot_version_gte(expected, engine_info=Engine.get_version_info()):
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return is_version_ok(engine_info, expected.split('.'))
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# ------------------------------------------------------------------------------
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# Everything should get a logger through this.
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#
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# When running in test mode this will always return a new logger so that errors
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# are not caused by getting bad warn/error/etc counts.
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# ------------------------------------------------------------------------------
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func get_logger():
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if(_test_mode):
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return Logger.new()
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else:
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if(_lgr == null):
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_lgr = Logger.new()
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return _lgr
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# ------------------------------------------------------------------------------
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# returns true if the object has been freed, false if not
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#
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# From what i've read, the weakref approach should work. It seems to work most
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# of the time but sometimes it does not catch it. The str comparison seems to
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# fill in the gaps. I've not seen any errors after adding that check.
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# ------------------------------------------------------------------------------
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func is_freed(obj):
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var wr = weakref(obj)
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return !(wr.get_ref() and str(obj) != '<Freed Object>')
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# ------------------------------------------------------------------------------
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# Pretty self explanitory.
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# ------------------------------------------------------------------------------
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func is_not_freed(obj):
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return !is_freed(obj)
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# ------------------------------------------------------------------------------
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# Checks if the passed in object is a GUT Double or Partial Double.
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# ------------------------------------------------------------------------------
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func is_double(obj):
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var to_return = false
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if(typeof(obj) == TYPE_OBJECT and is_instance_valid(obj)):
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to_return = obj.has_method('__gutdbl_check_method__')
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return to_return
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# ------------------------------------------------------------------------------
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# Checks if the passed in is an instance of a class
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# ------------------------------------------------------------------------------
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func is_instance(obj):
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return typeof(obj) == TYPE_OBJECT and !is_native_class(obj) and !obj.has_method('new') and !obj.has_method('instantiate')
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# ------------------------------------------------------------------------------
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# Checks if the passed in is a GDScript
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# ------------------------------------------------------------------------------
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func is_gdscript(obj):
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return typeof(obj) == TYPE_OBJECT and str(obj).begins_with('<GDScript#')
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# ------------------------------------------------------------------------------
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# Checks if the passed in is an inner class
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#
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# Looks like the resource_path will be populated for gdscripts, and not populated
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# for gdscripts inside a gdscript.
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# ------------------------------------------------------------------------------
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func is_inner_class(obj):
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return is_gdscript(obj) and obj.resource_path == ''
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# ------------------------------------------------------------------------------
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# Returns an array of values by calling get(property) on each element in source
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# ------------------------------------------------------------------------------
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func extract_property_from_array(source, property):
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var to_return = []
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for i in (source.size()):
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to_return.append(source[i].get(property))
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return to_return
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# ------------------------------------------------------------------------------
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# true if file exists, false if not.
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# ------------------------------------------------------------------------------
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func file_exists(path):
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return FileAccess.file_exists(path)
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# ------------------------------------------------------------------------------
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# Write a file.
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# ------------------------------------------------------------------------------
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func write_file(path, content):
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var f = FileAccess.open(path, FileAccess.WRITE)
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if(f != null):
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f.store_string(content)
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f = null;
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return FileAccess.get_open_error()
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# ------------------------------------------------------------------------------
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# true if what is passed in is null or an empty string.
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# ------------------------------------------------------------------------------
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func is_null_or_empty(text):
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return text == null or text == ''
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# ------------------------------------------------------------------------------
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# Get the name of a native class or null if the object passed in is not a
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# native class.
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# ------------------------------------------------------------------------------
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func get_native_class_name(thing):
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var to_return = null
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if(is_native_class(thing)):
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var newone = thing.new()
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to_return = newone.get_class()
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if(!newone is RefCounted):
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newone.free()
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return to_return
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# ------------------------------------------------------------------------------
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# Checks an object to see if it is a GDScriptNativeClass
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# ------------------------------------------------------------------------------
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func is_native_class(thing):
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var it_is = false
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if(typeof(thing) == TYPE_OBJECT):
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it_is = str(thing).begins_with("<GDScriptNativeClass#")
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return it_is
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# ------------------------------------------------------------------------------
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# Returns the text of a file or an empty string if the file could not be opened.
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# ------------------------------------------------------------------------------
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func get_file_as_text(path):
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var to_return = ''
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var f = FileAccess.open(path, FileAccess.READ)
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if(f != null):
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to_return = f.get_as_text()
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f = null
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return to_return
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# ------------------------------------------------------------------------------
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# Loops through an array of things and calls a method or checks a property on
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# each element until it finds the returned value. -1 is returned if not found
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# or the index is returned if found.
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# ------------------------------------------------------------------------------
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func search_array_idx(ar, prop_method, value):
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var found = false
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var idx = 0
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while(idx < ar.size() and !found):
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var item = ar[idx]
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var prop = item.get(prop_method)
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if(!(prop is Callable)):
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if(item.get(prop_method) == value):
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found = true
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elif(prop != null):
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var called_val = prop.call()
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if(called_val == value):
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found = true
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if(!found):
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idx += 1
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if(found):
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return idx
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else:
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return -1
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# ------------------------------------------------------------------------------
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# Loops through an array of things and calls a method or checks a property on
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# each element until it finds the returned value. The item in the array is
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# returned or null if it is not found (this method originally came first).
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# ------------------------------------------------------------------------------
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func search_array(ar, prop_method, value):
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var idx = search_array_idx(ar, prop_method, value)
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if(idx != -1):
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return ar[idx]
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else:
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return null
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func are_datatypes_same(got, expected):
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return !(typeof(got) != typeof(expected) and got != null and expected != null)
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func get_script_text(obj):
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return obj.get_script().get_source_code()
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func get_singleton_by_name(name):
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var source = str("var singleton = ", name)
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var script = GDScript.new()
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script.set_source_code(source)
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script.reload()
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return script.new().singleton
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func dec2bistr(decimal_value, max_bits = 31):
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var binary_string = ""
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var temp
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var count = max_bits
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while(count >= 0):
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temp = decimal_value >> count
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if(temp & 1):
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binary_string = binary_string + "1"
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else:
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binary_string = binary_string + "0"
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count -= 1
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return binary_string
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func add_line_numbers(contents):
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if(contents == null):
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return ''
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var to_return = ""
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var lines = contents.split("\n")
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var line_num = 1
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for line in lines:
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var line_str = str(line_num).lpad(6, ' ')
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to_return += str(line_str, ' |', line, "\n")
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line_num += 1
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return to_return
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func pp(dict, indent=''):
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var text = json.stringify(dict, ' ')
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print(text)
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var _created_script_count = 0
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func create_script_from_source(source, override_path=null):
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_created_script_count += 1
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var r_path = str('gut_dynamic_script_', _created_script_count)
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if(override_path != null):
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r_path = override_path
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var DynamicScript = GDScript.new()
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DynamicScript.source_code = source
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# The resource_path must be unique or Godot thinks it is trying
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# to load something it has already loaded and generates an error like
|
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# ERROR: Another resource is loaded from path 'workaround for godot issue #65263' (possible cyclic resource inclusion).
|
|
DynamicScript.resource_path = r_path
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|
var result = DynamicScript.reload()
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|
|
|
return DynamicScript
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|
|
|
|
|
func get_display_size():
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|
return Engine.get_main_loop().get_viewport().get_visible_rect()
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|
|
|
|
|
|
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# ##############################################################################
|
|
#(G)odot (U)nit (T)est class
|
|
#
|
|
# ##############################################################################
|
|
# The MIT License (MIT)
|
|
# =====================
|
|
#
|
|
# Copyright (c) 2023 Tom "Butch" Wesley
|
|
#
|
|
# 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 CLAIM, DAMAGES OR OTHER
|
|
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
|
# THE SOFTWARE.
|
|
#
|
|
# ##############################################################################
|
|
|