godot-xterm/addons/gut/gui/GutRunner.gd

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extends Node2D
var Gut = load("res://addons/gut/gut.gd")
var ResultExporter = load("res://addons/gut/result_exporter.gd")
var GutConfig = load("res://addons/gut/gut_config.gd")
const RUNNER_JSON_PATH = "res://.gut_editor_config.json"
const RESULT_FILE = "user://.gut_editor.bbcode"
const RESULT_JSON = "user://.gut_editor.json"
var _gut_config = null
var _gut = null
var _wrote_results = false
# Flag for when this is being used at the command line. Otherwise it is
# assumed this is being used by the panel and being launched with
# play_custom_scene
var _cmdln_mode = false
onready var _gut_layer = $GutLayer
func _ready():
if _gut_config == null:
_gut_config = GutConfig.new()
_gut_config.load_options(RUNNER_JSON_PATH)
# The command line will call run_tests on its own. When used from the panel
# we have to kick off the tests ourselves b/c there's no way I know of to
# interact with the scene that was run via play_custom_scene.
if !_cmdln_mode:
call_deferred("run_tests")
func run_tests():
if _gut == null:
_gut = Gut.new()
_gut.set_add_children_to(self)
if _gut_config.options.gut_on_top:
_gut_layer.add_child(_gut)
else:
add_child(_gut)
if !_cmdln_mode:
_gut.connect(
"tests_finished",
self,
"_on_tests_finished",
[_gut_config.options.should_exit, _gut_config.options.should_exit_on_success]
)
_gut_config.config_gut(_gut)
if _gut_config.options.gut_on_top:
_gut.get_gui().goto_bottom_right_corner()
var run_rest_of_scripts = _gut_config.options.unit_test_name == ""
_gut.test_scripts(run_rest_of_scripts)
func _write_results():
# bbcode_text appears to be empty. I'm not 100% sure why. Until that is
# figured out we have to just get the text which stinks.
var content = _gut.get_gui().get_text_box().text
var f = File.new()
var result = f.open(RESULT_FILE, f.WRITE)
if result == OK:
f.store_string(content)
f.close()
else:
print("ERROR Could not save bbcode, result = ", result)
var exporter = ResultExporter.new()
var f_result = exporter.write_summary_file(_gut, RESULT_JSON)
_wrote_results = true
func _exit_tree():
if !_wrote_results and !_cmdln_mode:
_write_results()
func _on_tests_finished(should_exit, should_exit_on_success):
_write_results()
if should_exit:
get_tree().quit()
elif should_exit_on_success and _gut.get_fail_count() == 0:
get_tree().quit()
func get_gut():
if _gut == null:
_gut = Gut.new()
return _gut
func set_gut_config(which):
_gut_config = which
func set_cmdln_mode(is_it):
_cmdln_mode = is_it