godot-xterm/addons/gut/plugin_control.gd

268 lines
10 KiB
GDScript

# ##############################################################################
#(G)odot (U)nit (T)est class
#
# ##############################################################################
# The MIT License (MIT)
# =====================
#
# Copyright (c) 2020 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.
#
# ##############################################################################
# This is the control that is added via the editor. It exposes GUT settings
# through the editor and delays the creation of the GUT instance until
# Engine.get_main_loop() works as expected.
# ##############################################################################
@tool
extends Control
# ------------------------------------------------------------------------------
# GUT Settings
# ------------------------------------------------------------------------------
@export var _font_name = "AnonymousPro" # (String, "AnonymousPro", "CourierPrime", "LobsterTwo", "Default")
@export var _font_size: int = 20
@export var _font_color: Color = Color(.8, .8, .8, 1)
@export var _background_color: Color = Color(.15, .15, .15, 1)
# Enable/Disable coloring of output.
@export var _color_output: bool = true
# The full/partial name of a script to select upon startup
@export var _select_script: String = ""
# The full/partial name of a test. All tests that contain the string will be
# run
@export var _tests_like: String = ""
# The full/partial name of an Inner Class to be run. All Inner Classes that
# contain the string will be run.
@export var _inner_class_name: String = ""
# Start running tests when the scene finishes loading
@export var _run_on_load = false
# Maximize the GUT control on startup
@export var _should_maximize = false
# Print output to the consol as well
@export var _should_print_to_console = true
# Display orphan counts at the end of tests/scripts.
@export var _show_orphans = true
# The log level.
@export var _log_level = 1 # (int, "Fail/Errors", "Errors/Warnings/Test Names", "Everything")
# When enabled GUT will yield between tests to give the GUI time to paint.
# Disabling this can make the program appear to hang and can have some
# unwanted consequences with the timing of freeing objects
@export var _yield_between_tests = true
# When GUT compares values it first checks the types to prevent runtime errors.
# This behavior can be disabled if desired. This flag was added early in
# development to prevent any breaking changes and will likely be removed in
# the future.
@export var _disable_strict_datatype_checks = false
# The prefix used to find test methods.
@export var _test_prefix = "test_"
# The prefix used to find test scripts.
@export var _file_prefix = "test_"
# The file extension for test scripts (I don't think you can change this and
# everythign work).
@export var _file_extension = ".gd"
# The prefix used to find Inner Test Classes.
@export var _inner_class_prefix = "Test"
# The directory GUT will use to write any temporary files. This isn't used
# much anymore since there was a change to the double creation implementation.
# This will be removed in a later release.
@export var _temp_directory: String = "user://gut_temp_directory"
# The path and filename for exported test information.
@export var _export_path: String = ""
# When enabled, any directory added will also include its subdirectories when
# GUT looks for test scripts.
@export var _include_subdirectories = false
# Allow user to add test directories via editor. This is done with strings
# instead of an array because the interface for editing arrays is really
# cumbersome and complicates testing because arrays set through the editor
# apply to ALL instances. This also allows the user to use the built in
# dialog to pick a directory.
@export var _directory1 = "" # (String, DIR)
@export var _directory2 = "" # (String, DIR)
@export var _directory3 = "" # (String, DIR)
@export var _directory4 = "" # (String, DIR)
@export var _directory5 = "" # (String, DIR)
@export var _directory6 = "" # (String, DIR)
# Must match the types in _utils for double strategy
@export var _double_strategy = 1 # (int, "FULL", "PARTIAL")
# Path3D and filename to the script to run before all tests are run.
@export var _pre_run_script = "" # (String, FILE)
# Path3D and filename to the script to run after all tests are run.
@export var _post_run_script = "" # (String, FILE)
# Path3D to the file that gut will export results to in the junit xml format
@export var _junit_xml_file = "" # (String, FILE)
# Flag to include a timestamp in the filename of _junit_xml_file
@export var _junit_xml_timestamp: bool = false
# ------------------------------------------------------------------------------
# ------------------------------------------------------------------------------
# Signals
# ------------------------------------------------------------------------------
# Emitted when all the tests have finished running.
signal tests_finished
# Emitted when GUT is ready to be interacted with, and before any tests are run.
signal gut_ready
# ------------------------------------------------------------------------------
# Private stuff.
# ------------------------------------------------------------------------------
var _gut = null
var _lgr = null
var _cancel_import = false
var _placeholder = null
func _init():
# This min size has to be what the min size of the GutScene's min size is
# but it has to be set here and not inferred i think.
minimum_size = Vector2(740, 250)
func _ready():
# Must call this deferred so that there is enough time for
# Engine.get_main_loop() is populated and the psuedo singleton utils.gd
# can be setup correctly.
if Engine.editor_hint:
_placeholder = load("res://addons/gut/GutScene.tscn").instantiate()
call_deferred("add_child", _placeholder)
_placeholder.size = size
else:
call_deferred("_setup_gut")
connect("resized",Callable(self,"_on_resized"))
func _on_resized():
if _placeholder != null:
_placeholder.size = size
# Templates can be missing if tests are exported and the export config for the
# project does not include '*.txt' files. This check and related flags make
# sure GUT does not blow up and that the error is not lost in all the import
# output that is generated as well as ensuring that no tests are run.
#
# Assumption: This is only a concern when running from the scene since you
# cannot run GUT from the command line in an exported game.
func _check_for_templates():
var f = File.new()
if !f.file_exists("res://addons/gut/double_templates/function_template.txt"):
_lgr.error(
'Templates are missing. Make sure you are exporting "*.txt" or "addons/gut/double_templates/*.txt".'
)
_run_on_load = false
_cancel_import = true
return false
return true
func _setup_gut():
var _utils = load("res://addons/gut/utils.gd").get_instance()
_lgr = _utils.get_logger()
_gut = load("res://addons/gut/gut.gd").new()
_gut.connect("tests_finished",Callable(self,"_on_tests_finished"))
if !_check_for_templates():
return
_gut._select_script = _select_script
_gut._tests_like = _tests_like
_gut._inner_class_name = _inner_class_name
_gut._test_prefix = _test_prefix
_gut._file_prefix = _file_prefix
_gut._file_extension = _file_extension
_gut._inner_class_prefix = _inner_class_prefix
_gut._temp_directory = _temp_directory
_gut.set_should_maximize(_should_maximize)
_gut.set_yield_between_tests(_yield_between_tests)
_gut.disable_strict_datatype_checks(_disable_strict_datatype_checks)
_gut.set_export_path(_export_path)
_gut.set_include_subdirectories(_include_subdirectories)
_gut.set_double_strategy(_double_strategy)
_gut.set_pre_run_script(_pre_run_script)
_gut.set_post_run_script(_post_run_script)
_gut.set_color_output(_color_output)
_gut.show_orphans(_show_orphans)
_gut.set_junit_xml_file(_junit_xml_file)
_gut.set_junit_xml_timestamp(_junit_xml_timestamp)
get_parent().add_child(_gut)
if !_utils.is_version_ok():
return
_gut.set_log_level(_log_level)
_gut.add_directory(_directory1)
_gut.add_directory(_directory2)
_gut.add_directory(_directory3)
_gut.add_directory(_directory4)
_gut.add_directory(_directory5)
_gut.add_directory(_directory6)
_gut.get_logger().disable_printer("console", !_should_print_to_console)
# When file logging enabled then the log will contain terminal escape
# strings. So when running the scene this is disabled. Also if enabled
# this may cause duplicate entries into the logs.
_gut.get_logger().disable_printer("terminal", true)
_gut.get_gui().set_font_size(_font_size)
_gut.get_gui().set_font(_font_name)
_gut.get_gui().set_default_font_color(_font_color)
_gut.get_gui().set_background_color(_background_color)
_gut.get_gui().size = size
emit_signal("gut_ready")
if _run_on_load:
# Run the test scripts. If one has been selected then only run that one
# otherwise all tests will be run.
var run_rest_of_scripts = _select_script == null
_gut.test_scripts(run_rest_of_scripts)
func _is_ready_to_go(action):
if _gut == null:
push_error(
str(
"GUT is not ready for ",
action,
" yet. Perform actions on GUT in/after the gut_ready signal."
)
)
return _gut != null
func _on_tests_finished():
emit_signal("tests_finished")
func get_gut():
return _gut
func export_if_tests_found():
if _is_ready_to_go("export_if_tests_found"):
_gut.export_if_tests_found()
func import_tests_if_none_found():
if _is_ready_to_go("import_tests_if_none_found") and !_cancel_import:
_gut.import_tests_if_none_found()