Files
GDevelop/Core/tests/ObjectSerialization.cpp
D8H 18e8020bf5 Simplify the list of actions/conditions by removing duplicated actions/conditions that are common between objects (#5494)
* Actions, conditions and expressions related to opacity, size (width/height), scale, animations and other common features are now visible only once when you search for them in actions/conditions (instead of being shown once for every type of object supporting them). This reduces the risk of confusion for new or existing users, notably when multiple versions of the same action were returned by the search and was making it difficult to choose the proper one.
* Internally, this works thanks to default, built-in behaviors that are supported by the objects.
2023-08-25 11:11:55 +02:00

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/*
* GDevelop Core
* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
/**
* @file Tests covering serialization to JSON.
*/
#include "DummyPlatform.h"
#include "GDCore/CommonTools.h"
#include "GDCore/Events/Builtin/StandardEvent.h"
#include "GDCore/Events/Event.h"
#include "GDCore/Events/EventsList.h"
#include "GDCore/Events/Serialization.h"
#include "GDCore/Extensions/Builtin/SpriteExtension/SpriteObject.h"
#include "GDCore/Extensions/Platform.h"
#include "GDCore/Project/CustomObjectConfiguration.h"
#include "GDCore/Project/EventsFunctionsExtension.h"
#include "GDCore/Project/Layout.h"
#include "GDCore/Project/Object.h"
#include "GDCore/Project/ObjectsContainer.h"
#include "GDCore/Project/Project.h"
#include "GDCore/Project/Variable.h"
#include "GDCore/Serialization/Serializer.h"
#include "GDCore/Tools/SystemStats.h"
#include "GDCore/Tools/VersionWrapper.h"
#include "catch.hpp"
using namespace gd;
namespace {
void SetupSpriteConfiguration(gd::ObjectConfiguration &configuration) {
auto *spriteConfiguration = dynamic_cast<gd::SpriteObject *>(&configuration);
REQUIRE(spriteConfiguration != nullptr);
gd::Animation animation;
animation.SetName("Idle");
spriteConfiguration->AddAnimation(animation);
};
gd::Object &SetupProjectWithSprite(gd::Project &project,
gd::Platform &platform) {
SetupProjectWithDummyPlatform(project, platform);
gd::Layout &layout = project.InsertNewLayout("Scene", 0);
gd::Object &object =
layout.InsertNewObject(project, "MyExtension::Sprite", "MyObject", 0);
SetupSpriteConfiguration(object.GetConfiguration());
return object;
};
void CheckSpriteConfigurationInObjectElement(SerializerElement &objectElement) {
REQUIRE(objectElement.HasChild("animations"));
auto &animationsElement = objectElement.GetChild("animations");
animationsElement.ConsiderAsArrayOf("animation");
REQUIRE(animationsElement.GetChildrenCount() == 1);
auto &animationElement = animationsElement.GetChild(0);
REQUIRE(animationElement.GetStringAttribute("name") == "Idle");
};
void CheckSpriteConfigurationInProjectElement(
SerializerElement &projectElement) {
auto &layoutsElement = projectElement.GetChild("layouts");
layoutsElement.ConsiderAsArrayOf("layout");
REQUIRE(layoutsElement.GetChildrenCount() == 1);
auto &layoutElement = layoutsElement.GetChild(0);
REQUIRE(layoutElement.GetStringAttribute("name") == "Scene");
REQUIRE(layoutElement.HasChild("objects"));
auto &objectsElement = layoutElement.GetChild("objects");
objectsElement.ConsiderAsArrayOf("object");
REQUIRE(objectsElement.GetChildrenCount() == 1);
auto &objectElement = objectsElement.GetChild(0);
REQUIRE(objectElement.GetStringAttribute("name") == "MyObject");
REQUIRE(objectElement.GetStringAttribute("type") == "MyExtension::Sprite");
CheckSpriteConfigurationInObjectElement(objectElement);
};
void CheckSpriteConfiguration(gd::ObjectConfiguration &configuration) {
auto *spriteConfiguration = dynamic_cast<gd::SpriteObject *>(&configuration);
REQUIRE(spriteConfiguration);
REQUIRE(spriteConfiguration->GetAnimationsCount() == 1);
auto &animation = spriteConfiguration->GetAnimation(0);
REQUIRE(animation.GetName() == "Idle");
};
void CheckSpriteConfiguration(gd::Object &object) {
REQUIRE(object.GetName() == "MyObject");
REQUIRE(object.GetType() == "MyExtension::Sprite");
CheckSpriteConfiguration(object.GetConfiguration());
};
void CheckSpriteConfiguration(gd::Project &project) {
auto &layout = project.GetLayout("Scene");
auto &object = layout.GetObject("MyObject");
CheckSpriteConfiguration(object);
};
gd::Object &SetupProjectWithCustomObject(gd::Project &project,
gd::Platform &platform) {
SetupProjectWithDummyPlatform(project, platform);
auto &eventsExtension =
project.InsertNewEventsFunctionsExtension("MyEventsExtension", 0);
auto &eventsBasedObject = eventsExtension.GetEventsBasedObjects().InsertNew(
"MyEventsBasedObject", 0);
eventsBasedObject.SetFullName("My events based object");
eventsBasedObject.SetDescription("An events based object for test");
eventsBasedObject.InsertNewObject(project, "MyExtension::Sprite", "MyChild",
0);
gd::Layout &layout = project.InsertNewLayout("Scene", 0);
gd::Object &object = layout.InsertNewObject(
project, "MyEventsExtension::MyEventsBasedObject", "MyObject", 0);
auto &configuration = object.GetConfiguration();
auto *customObjectConfiguration =
dynamic_cast<gd::CustomObjectConfiguration *>(&configuration);
auto &spriteConfiguration =
customObjectConfiguration->GetChildObjectConfiguration("MyChild");
SetupSpriteConfiguration(spriteConfiguration);
return object;
};
void CheckCustomObjectConfigurationInProjectElement(
SerializerElement &projectElement) {
auto &layoutsElement = projectElement.GetChild("layouts");
layoutsElement.ConsiderAsArrayOf("layout");
REQUIRE(layoutsElement.GetChildrenCount() == 1);
auto &layoutElement = layoutsElement.GetChild(0);
REQUIRE(layoutElement.GetStringAttribute("name") == "Scene");
REQUIRE(layoutElement.HasChild("objects"));
auto &objectsElement = layoutElement.GetChild("objects");
objectsElement.ConsiderAsArrayOf("object");
REQUIRE(objectsElement.GetChildrenCount() == 1);
auto &objectElement = objectsElement.GetChild(0);
REQUIRE(objectElement.GetStringAttribute("name") == "MyObject");
REQUIRE(objectElement.GetStringAttribute("type") ==
"MyEventsExtension::MyEventsBasedObject");
auto &childrenContentElement = objectElement.GetChild("childrenContent");
REQUIRE(childrenContentElement.HasChild("MyChild"));
auto &childElement = childrenContentElement.GetChild("MyChild");
CheckSpriteConfigurationInObjectElement(childElement);
};
void CheckCustomObjectConfiguration(gd::Object &object) {
REQUIRE(object.GetName() == "MyObject");
REQUIRE(object.GetType() == "MyEventsExtension::MyEventsBasedObject");
auto &configuration = object.GetConfiguration();
auto *customObjectConfiguration =
dynamic_cast<gd::CustomObjectConfiguration *>(&configuration);
auto &spriteConfiguration =
customObjectConfiguration->GetChildObjectConfiguration("MyChild");
CheckSpriteConfiguration(spriteConfiguration);
};
void CheckCustomObjectConfiguration(gd::Project &project) {
auto &layout = project.GetLayout("Scene");
auto &object = layout.GetObject("MyObject");
CheckCustomObjectConfiguration(object);
};
} // namespace
TEST_CASE("ObjectSerialization", "[common]") {
SECTION("Save and load a project with a sprite configuration") {
gd::Platform platform;
gd::Project writtenProject;
SetupProjectWithSprite(writtenProject, platform);
CheckSpriteConfiguration(writtenProject);
SerializerElement projectElement;
writtenProject.SerializeTo(projectElement);
CheckSpriteConfigurationInProjectElement(projectElement);
gd::Project readProject;
readProject.AddPlatform(platform);
readProject.UnserializeFrom(projectElement);
CheckSpriteConfiguration(readProject);
}
SECTION("Clone a sprite object") {
gd::Platform platform;
gd::Project project;
auto &object = SetupProjectWithSprite(project, platform);
CheckSpriteConfiguration(object);
auto clonedObject = object.Clone();
CheckSpriteConfiguration(*(clonedObject.get()));
}
SECTION("Save and load a project with a custom object configuration") {
gd::Platform platform;
gd::Project writtenProject;
SetupProjectWithCustomObject(writtenProject, platform);
CheckCustomObjectConfiguration(writtenProject);
SerializerElement projectElement;
writtenProject.SerializeTo(projectElement);
CheckCustomObjectConfigurationInProjectElement(projectElement);
gd::Project readProject;
readProject.AddPlatform(platform);
readProject.UnserializeFrom(projectElement);
CheckCustomObjectConfiguration(readProject);
}
SECTION("Clone a custom object") {
gd::Platform platform;
gd::Project project;
auto &object = SetupProjectWithCustomObject(project, platform);
CheckCustomObjectConfiguration(object);
auto clonedObject = object.Clone();
CheckCustomObjectConfiguration(*(clonedObject.get()));
}
SECTION("Exclude default behaviors from serialization") {
gd::Platform platform;
gd::Project project;
SetupProjectWithDummyPlatform(project, platform);
gd::Layout &layout = project.InsertNewLayout("Scene", 0);
gd::Object &object = layout.InsertNewObject(
project, "MyExtension::FakeObjectWithDefaultBehavior", "MyObject", 0);
REQUIRE(object.HasBehaviorNamed("Effect"));
object.AddNewBehavior(project, "MyExtension::MyBehavior", "MyBehavior");
REQUIRE(object.HasBehaviorNamed("MyBehavior"));
SerializerElement projectElement;
project.SerializeTo(projectElement);
// Check serialized behaviors.
auto &layoutsElement = projectElement.GetChild("layouts");
layoutsElement.ConsiderAsArrayOf("layout");
REQUIRE(layoutsElement.GetChildrenCount() == 1);
auto &layoutElement = layoutsElement.GetChild(0);
REQUIRE(layoutElement.GetStringAttribute("name") == "Scene");
REQUIRE(layoutElement.HasChild("objects"));
auto &objectsElement = layoutElement.GetChild("objects");
objectsElement.ConsiderAsArrayOf("object");
REQUIRE(objectsElement.GetChildrenCount() == 1);
auto &objectElement = objectsElement.GetChild(0);
auto &behaviorsElement = objectElement.GetChild("behaviors");
behaviorsElement.ConsiderAsArrayOf("behavior");
REQUIRE(behaviorsElement.GetChildrenCount() == 1);
auto &behaviorElement = behaviorsElement.GetChild(0);
REQUIRE(behaviorElement.GetStringAttribute("name") == "MyBehavior");
}
}