mirror of
https://github.com/lihop/godot-xterm.git
synced 2024-11-13 22:10:25 +01:00
551 lines
19 KiB
GDScript
551 lines
19 KiB
GDScript
class_name GutUtils
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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 { DEEP, SIMPLE }
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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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# 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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# Since we can't have static variables we have to store the instance in the
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# tree. This means you have to wait a bit for the main loop to be up and
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# running.
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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. If passed an int it will return it if the enum
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# contains it. If passed a string it will convert it to upper case and replace
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# spaces with underscores. If the enum contains the key, it will return the
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# value for they key. When keys or ints are not found, the default is returned.
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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:
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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 = "9.1.1"
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# The required Godot version as an array.
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var req_godot = [4, 1, 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(
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"Godot version: ", v_info.major, ".", v_info.minor, ".", v_info.patch
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)
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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 (
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"GUT " + version + " requires Godot " + ver + " or greater. Godot version is " + gd_version
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)
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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 (
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typeof(obj) == TYPE_OBJECT
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and !is_native_class(obj)
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and !obj.has_method("new")
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and !obj.has_method("instantiate")
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)
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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('workaround for godot issue #65263 (', _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).
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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
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#
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# ##############################################################################
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# The MIT License (MIT)
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# =====================
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#
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# Copyright (c) 2023 Tom "Butch" Wesley
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in
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# all copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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# THE SOFTWARE.
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#
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# ##############################################################################
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