Files
game-cards/addons/gut/scripts/main.gd
2026-05-29 09:16:10 +08:00

170 lines
5.6 KiB
GDScript

# ------------------------------------------------------------------------------
# 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()
# ##############################################################################
# The MIT License (MIT)
# =====================
#
# Copyright (c) 2025 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.
#
# ##############################################################################