chore: add GUT test framework
This commit is contained in:
153
addons/gut/documentation/docs/Running-On-Devices.md
Normal file
153
addons/gut/documentation/docs/Running-On-Devices.md
Normal file
@@ -0,0 +1,153 @@
|
||||
# Running on Devices
|
||||
|
||||
You may want to deploy your tests with your game so you can run tests on different devices and platforms. GUT provides the handy `GutControl` to help you run your tests.
|
||||

|
||||
|
||||
|
||||
In order to run tests in a deployed game you must create a scene to kick off the tests from within the game. Here's the steps:
|
||||
* Create a scene
|
||||
* Add a `GutControl` to the scene.
|
||||

|
||||
* Add a script to your scene and paste in the code below.
|
||||
* You're off to the races.
|
||||
|
||||
Remember to add `*.json` in your export settings (resources tab), or your config file will not be exported with your game.
|
||||
|
||||
```
|
||||
# ------------------------------------------------------------------------------
|
||||
# This is an example of using the GutControl (res://addons/gut/gui/GutContro.tscn)
|
||||
# to execute tests in a deployed game.
|
||||
#
|
||||
# Setup:
|
||||
# Create a scene.
|
||||
# Add a GutControl to your scene, name it GutControl.
|
||||
# Add this script to your scene.
|
||||
# Run it.
|
||||
# ------------------------------------------------------------------------------
|
||||
extends Node2D
|
||||
@onready var _gut_control = $GutControl
|
||||
|
||||
# Holds a reference to the current test script object being run. Set in
|
||||
# signal callbacks.
|
||||
var _current_script_object = null
|
||||
# Holds the name of the current test being run. Set in signal callbacks.
|
||||
var _current_test_name = null
|
||||
|
||||
|
||||
func _ready():
|
||||
simple_setup()
|
||||
# complex_setup()
|
||||
|
||||
|
||||
func simple_setup():
|
||||
# You must load a gut config file to use this control. Here we are loading
|
||||
# the default config file used by the command line. You can use any config
|
||||
# file you have created. Use the "save as" button in the Settings subpanel
|
||||
# to create a config file, or write your own.
|
||||
#
|
||||
# Some settings may not work. For example, the exit flags do not have any
|
||||
# effect.
|
||||
#
|
||||
# Settings are not saved, so any changes will be lost. The idea is that you
|
||||
# want to deploy the settings and users should not be able to save them. If
|
||||
# you want to save changes, you can call:
|
||||
# _gut_control.get_config().write_options(path).
|
||||
# Note that you cannot to write to res:// on mobile platforms, so you will
|
||||
# have to juggle the initial loading from res:// or user:// and save to
|
||||
# user://.
|
||||
_gut_control.load_config_file('res://.gutconfig.json')
|
||||
|
||||
# That's it. Just get a reference to the control you added to the scene and
|
||||
# give it a config. The rest of the stuff in this script optional.
|
||||
|
||||
|
||||
|
||||
func complex_setup():
|
||||
# See simple setup
|
||||
_gut_control.load_config_file('res://.gutconfig.json')
|
||||
|
||||
# Returns a gut_config.gd instance.
|
||||
var config = _gut_control.get_config()
|
||||
|
||||
# Override specific values for the purposes of this scene. You can see all
|
||||
# the options available in the default_options dictionary in gut_config.gd.
|
||||
# Changing settings AFTER _ready will not have any effect.
|
||||
config.options.should_exit = false
|
||||
config.options.should_exit_on_success = false
|
||||
config.options.compact_mode = false
|
||||
# Note that if you are exporting xml results you may want to set the path to
|
||||
# a file in user:// instead of an absolute path. Your game may not have
|
||||
# permissions to save files elsewhere when running on a mobile device.
|
||||
config.options.junit_xml_file = 'user://deployed_results.xml'
|
||||
|
||||
# Some actions cannot be done until after _ready has finished in all objects
|
||||
_post_ready_setup.call_deferred()
|
||||
|
||||
|
||||
|
||||
|
||||
# If you would like to connect to signals provided by gut.gd then you must do
|
||||
# so after _ready. This is an example of getting a reference to gut and all
|
||||
# of the signals it provides.
|
||||
func _post_ready_setup():
|
||||
var gut = _gut_control.get_gut()
|
||||
gut.start_run.connect(_on_gut_run_start)
|
||||
|
||||
gut.start_script.connect(_on_gut_start_script)
|
||||
gut.end_script.connect(_on_gut_end_script)
|
||||
|
||||
gut.start_test.connect(_on_gut_start_test)
|
||||
gut.end_test.connect(_on_gut_end_test)
|
||||
|
||||
gut.end_run.connect(_on_gut_run_end)
|
||||
|
||||
|
||||
# -----------------------
|
||||
# Events
|
||||
# -----------------------
|
||||
func _on_gut_run_start():
|
||||
print('Starting tests')
|
||||
|
||||
|
||||
# This signal passes a TestCollector.gd/TestScript instance
|
||||
func _on_gut_start_script(script_obj):
|
||||
print(script_obj.get_full_name(), ' has ', script_obj.tests.size(), ' tests')
|
||||
_current_script_object = script_obj
|
||||
|
||||
|
||||
func _on_gut_end_script():
|
||||
var pass_count = 0
|
||||
for test in _current_script_object.tests:
|
||||
if(test.did_pass()):
|
||||
pass_count += 1
|
||||
print(pass_count, '/', _current_script_object.tests.size(), " passed\n")
|
||||
_current_script_object = null
|
||||
|
||||
|
||||
func _on_gut_start_test(test_name):
|
||||
_current_test_name = test_name
|
||||
print(' ', test_name)
|
||||
|
||||
|
||||
func _on_gut_end_test():
|
||||
# get_test_named returns a TestCollector.gd/Test instance for the name
|
||||
# passed in.
|
||||
var test_object = _current_script_object.get_test_named(_current_test_name)
|
||||
var status = "failed"
|
||||
if(test_object.did_pass()):
|
||||
status = "passed"
|
||||
elif(test_object.pending):
|
||||
status = "pending"
|
||||
|
||||
print(' ', status)
|
||||
_current_test_name = null
|
||||
|
||||
|
||||
func _on_gut_run_end():
|
||||
print('Tests Done')
|
||||
|
||||
|
||||
# You can kick of the tests via code if you want.
|
||||
func _on_run_gut_tests_button_pressed():
|
||||
_gut_control.run_tests()
|
||||
```
|
||||
Reference in New Issue
Block a user