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openrw/tests/test_globals.hpp

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#ifndef _TESTGLOBABLS_HPP_
#define _TESTGLOBABLS_HPP_
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#include <engine/GameWorld.hpp>
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#include <engine/GameData.hpp>
#include <engine/GameState.hpp>
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#include <core/Logger.hpp>
#include <glm/gtx/string_cast.hpp>
#include <SDL2/SDL.h>
#include <GameWindow.hpp>
#include <GameConfig.hpp>
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std::ostream& operator<<( std::ostream& stream, glm::vec3 const& v );
// Boost moved the print_log_value struct in version 1.59
// TODO: use another testing library
#if BOOST_VERSION >= 105900
#define BOOST_NS_MAGIC namespace tt_detail {
#define BOOST_NS_MAGIC_CLOSING }
#else
#define BOOST_NS_MAGIC
#define BOOST_NS_MAGIC_CLOSING
#endif
namespace boost { namespace test_tools { BOOST_NS_MAGIC
template<>
struct print_log_value<glm::vec3> {
void operator()( std::ostream& s , glm::vec3 const& v )
{
s << glm::to_string(v);
}
};
}} BOOST_NS_MAGIC_CLOSING
namespace boost { namespace test_tools { BOOST_NS_MAGIC
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template<>
struct print_log_value<std::nullptr_t> {
void operator()( std::ostream& s , std::nullptr_t )
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{
s << "nullptr";
}
};
}} BOOST_NS_MAGIC_CLOSING
namespace boost { namespace test_tools { BOOST_NS_MAGIC
template<>
struct print_log_value<GameString> {
void operator()( std::ostream& s , GameString const& v )
{
for (GameString::size_type i = 0u; i<v.size(); ++i) {
s << (char)v[i];
}
}
};
}} BOOST_NS_MAGIC_CLOSING
#undef BOOST_NS_MAGIC
#undef BOOST_NS_MAGIC_CLOSING
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class Global
{
public:
GameWindow window;
#if RW_TEST_WITH_DATA
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GameData* d;
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GameWorld* e;
GameState* s;
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Logger log;
WorkContext work;
#endif
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Global() {
if (SDL_Init(SDL_INIT_VIDEO) < 0)
throw std::runtime_error("Failed to initialize SDL2!");
window.create("Tests", 800, 600, false);
window.hideCursor();
#if RW_TEST_WITH_DATA
d = new GameData(&log, &work, getGamePath());
d->loadIMG("/models/gta3");
d->loadIMG("/anim/cuts");
d->load();
e = new GameWorld(&log, &work, d);
s = new GameState;
e->state = s;
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for(std::map<std::string, std::string>::iterator it = e->data->ideLocations.begin();
it != e->data->ideLocations.end();
++it) {
d->loadObjects(it->second);
}
e->dynamicsWorld->setGravity(btVector3(0.f, 0.f, 0.f));
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while( ! e->_work->isEmpty() ) {
std::this_thread::yield();
}
#endif
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}
~Global() {
window.close();
#if RW_TEST_WITH_DATA
delete e;
#endif
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}
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#if RW_TEST_WITH_DATA
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static std::string getGamePath()
{
return GameConfig("openrw.ini").getGameDataPath();
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}
#endif
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static Global& get()
{
static Global g;
return g;
}
};
#endif