mirror of
https://github.com/godotengine/godot
synced 2024-11-05 16:53:09 +00:00
d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
200 lines
5.8 KiB
C++
200 lines
5.8 KiB
C++
/**************************************************************************/
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/* test_validate_testing.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in 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, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef TEST_VALIDATE_TESTING_H
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#define TEST_VALIDATE_TESTING_H
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#include "core/core_globals.h"
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#include "core/os/os.h"
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#include "tests/test_macros.h"
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#include "tests/test_tools.h"
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TEST_SUITE("Validate tests") {
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TEST_CASE("Always pass") {
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CHECK(true);
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}
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TEST_CASE_PENDING("Pending tests are skipped") {
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if (!doctest::getContextOptions()->no_skip) { // Normal run.
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FAIL("This should be skipped if `--no-skip` is NOT set (missing `doctest::skip()` decorator?)");
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} else {
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CHECK_MESSAGE(true, "Pending test is run with `--no-skip`");
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}
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}
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TEST_CASE("Muting Godot error messages") {
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ERR_PRINT_OFF;
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CHECK_MESSAGE(!CoreGlobals::print_error_enabled, "Error printing should be disabled.");
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ERR_PRINT("Still waiting for Godot!"); // This should never get printed!
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ERR_PRINT_ON;
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CHECK_MESSAGE(CoreGlobals::print_error_enabled, "Error printing should be re-enabled.");
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}
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TEST_CASE("Stringify Variant types") {
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Variant var;
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INFO(var);
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String string("Godot is finally here!");
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INFO(string);
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Vector2 vec2(0.5, 1.0);
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INFO(vec2);
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Vector2i vec2i(1, 2);
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INFO(vec2i);
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Rect2 rect2(0.5, 0.5, 100.5, 100.5);
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INFO(rect2);
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Rect2i rect2i(0, 0, 100, 100);
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INFO(rect2i);
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Vector3 vec3(0.5, 1.0, 2.0);
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INFO(vec3);
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Vector3i vec3i(1, 2, 3);
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INFO(vec3i);
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Transform2D trans2d(0.5, Vector2(100, 100));
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INFO(trans2d);
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Plane plane(Vector3(1, 1, 1), 1.0);
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INFO(plane);
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Quaternion quat = Quaternion::from_euler(Vector3(0.5, 1.0, 2.0));
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INFO(quat);
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AABB aabb(Vector3(), Vector3(100, 100, 100));
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INFO(aabb);
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Basis basis(quat);
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INFO(basis);
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Transform3D trans(basis);
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INFO(trans);
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Color color(1, 0.5, 0.2, 0.3);
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INFO(color);
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StringName string_name("has_method");
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INFO(string_name);
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NodePath node_path("godot/sprite");
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INFO(node_path);
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INFO(RID());
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Object *obj = memnew(Object);
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INFO(obj);
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Callable callable(obj, "has_method");
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INFO(callable);
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Signal signal(obj, "script_changed");
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INFO(signal);
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memdelete(obj);
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Dictionary dict;
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dict["string"] = string;
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dict["color"] = color;
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INFO(dict);
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Array arr;
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arr.push_back(string);
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arr.push_back(color);
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INFO(arr);
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PackedByteArray byte_arr;
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byte_arr.push_back(0);
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byte_arr.push_back(1);
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byte_arr.push_back(2);
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INFO(byte_arr);
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PackedInt32Array int32_arr;
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int32_arr.push_back(0);
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int32_arr.push_back(1);
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int32_arr.push_back(2);
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INFO(int32_arr);
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PackedInt64Array int64_arr;
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int64_arr.push_back(0);
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int64_arr.push_back(1);
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int64_arr.push_back(2);
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INFO(int64_arr);
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PackedFloat32Array float32_arr;
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float32_arr.push_back(0.5);
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float32_arr.push_back(1.5);
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float32_arr.push_back(2.5);
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INFO(float32_arr);
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PackedFloat64Array float64_arr;
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float64_arr.push_back(0.5);
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float64_arr.push_back(1.5);
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float64_arr.push_back(2.5);
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INFO(float64_arr);
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PackedStringArray str_arr = string.split(" ");
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INFO(str_arr);
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PackedVector2Array vec2_arr;
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vec2_arr.push_back(Vector2(0, 0));
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vec2_arr.push_back(Vector2(1, 1));
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vec2_arr.push_back(Vector2(2, 2));
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INFO(vec2_arr);
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PackedVector3Array vec3_arr;
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vec3_arr.push_back(Vector3(0, 0, 0));
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vec3_arr.push_back(Vector3(1, 1, 1));
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vec3_arr.push_back(Vector3(2, 2, 2));
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INFO(vec3_arr);
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PackedColorArray color_arr;
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color_arr.push_back(Color(0, 0, 0));
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color_arr.push_back(Color(1, 1, 1));
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color_arr.push_back(Color(2, 2, 2));
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INFO(color_arr);
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// doctest string concatenation.
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CHECK_MESSAGE(true, var, " ", vec2, " ", rect2, " ", color);
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}
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TEST_CASE("Detect error messages") {
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ErrorDetector ed;
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REQUIRE_FALSE(ed.has_error);
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ERR_PRINT_OFF;
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ERR_PRINT("Still waiting for Godot!");
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ERR_PRINT_ON;
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REQUIRE(ed.has_error);
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}
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}
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#endif // TEST_VALIDATE_TESTING_H
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