Adding log.gd
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60
addons/gdUnit4/src/ui/parts/InspectorStatusBar.gd
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60
addons/gdUnit4/src/ui/parts/InspectorStatusBar.gd
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@tool
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extends PanelContainer
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signal failure_next
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signal failure_prevous
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@onready var _errors = $GridContainer/Errors/value
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@onready var _failures = $GridContainer/Failures/value
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@onready var _button_failure_up := $GridContainer/Failures/buttons/failure_up
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@onready var _button_failure_down := $GridContainer/Failures/buttons/failure_down
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var total_failed := 0
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var total_errors := 0
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func _ready():
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GdUnitSignals.instance().gdunit_event.connect(_on_gdunit_event)
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_failures.text = "0"
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_errors.text = "0"
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var editor :EditorPlugin = Engine.get_meta("GdUnitEditorPlugin")
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var editior_control := editor.get_editor_interface().get_base_control()
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_button_failure_up.icon = GodotVersionFixures.get_icon(editior_control, "ArrowUp")
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_button_failure_down.icon = GodotVersionFixures.get_icon(editior_control, "ArrowDown")
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func status_changed(errors :int, failed :int):
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total_failed += failed
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total_errors += errors
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_failures.text = str(total_failed)
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_errors.text = str(total_errors)
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func _on_gdunit_event(event :GdUnitEvent) -> void:
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match event.type():
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GdUnitEvent.INIT:
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total_failed = 0
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total_errors = 0
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status_changed(0, 0)
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GdUnitEvent.TESTCASE_BEFORE:
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pass
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GdUnitEvent.TESTCASE_AFTER:
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if event.is_error():
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status_changed(event.error_count(), 0)
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else:
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status_changed(0, event.failed_count())
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GdUnitEvent.TESTSUITE_BEFORE:
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pass
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GdUnitEvent.TESTSUITE_AFTER:
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if event.is_error():
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status_changed(event.error_count(), 0)
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else:
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status_changed(0, event.failed_count())
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func _on_failure_up_pressed():
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emit_signal("failure_prevous")
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func _on_failure_down_pressed():
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emit_signal("failure_next")
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