godot/tests/test_main.cpp

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/*************************************************************************/
/* test_main.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
#include "test_main.h"
#include "core/list.h"
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#ifdef DEBUG_ENABLED
#include "test_astar.h"
#include "test_basis.h"
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#include "test_class_db.h"
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#include "test_gdscript.h"
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#include "test_gui.h"
#include "test_math.h"
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#include "test_oa_hash_map.h"
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#include "test_ordered_hash_map.h"
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#include "test_physics_2d.h"
#include "test_physics_3d.h"
#include "test_render.h"
#include "test_shader_lang.h"
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#include "test_string.h"
#include "test_validate_testing.h"
#include "modules/modules_tests.gen.h"
#include "thirdparty/doctest/doctest.h"
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const char **tests_get_names() {
static const char *test_names[] = {
"*",
"all",
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"math",
"basis",
"physics_2d",
"physics_3d",
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"render",
"oa_hash_map",
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"class_db",
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"gui",
"shaderlang",
"gd_tokenizer",
"gd_parser",
"gd_compiler",
"gd_bytecode",
"ordered_hash_map",
"astar",
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nullptr
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};
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return test_names;
}
int test_main(int argc, char *argv[]) {
// doctest runner for when legacy unit tests are no found
doctest::Context test_context;
List<String> valid_arguments;
// clean arguments of --test from the args
int argument_count = 0;
for (int x = 0; x < argc; x++) {
if (strncmp(argv[x], "--test", 6) != 0) {
valid_arguments.push_back(String(argv[x]));
argument_count++;
}
}
// convert godot command line arguments back to standard arguments.
char **args = new char *[valid_arguments.size()];
for (int x = 0; x < valid_arguments.size(); x++) {
// operation to convert godot string to non wchar string
const char *str = valid_arguments[x].utf8().ptr();
// allocate the string copy
args[x] = new char[strlen(str) + 1];
// copy this into memory
std::memcpy(args[x], str, strlen(str) + 1);
}
test_context.applyCommandLine(valid_arguments.size(), args);
test_context.setOption("order-by", "name");
test_context.setOption("abort-after", 5);
test_context.setOption("no-breaks", true);
delete[] args;
return test_context.run();
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}
#else
const char **tests_get_names() {
static const char *test_names[] = {
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nullptr
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};
return test_names;
}
int test_main(int argc, char *argv[]) {
return 0;
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}
#endif