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openrw/tests/test_globals.hpp

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#ifndef _TESTGLOBABLS_HPP_
#define _TESTGLOBABLS_HPP_
#include <SFML/Window.hpp>
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#include <engine/GameWorld.hpp>
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#include <core/Logger.hpp>
#include <glm/gtx/string_cast.hpp>
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#define ENV_GAME_PATH_NAME ("OPENRW_GAME_PATH")
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std::ostream& operator<<( std::ostream& stream, glm::vec3 const& v );
namespace boost { namespace test_tools {
template<>
struct print_log_value<glm::vec3> {
void operator()( std::ostream& s , glm::vec3 const& v )
{
s << glm::to_string(v);
}
};
}}
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namespace boost { namespace test_tools {
template<>
struct print_log_value<std::nullptr_t> {
void operator()( std::ostream& s , std::nullptr_t )
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{
s << "nullptr";
}
};
}}
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class Global
{
public:
sf::Window wnd;
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GameWorld* e;
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Global() {
wnd.create(sf::VideoMode(640, 360), "Testing");
glewExperimental = GL_TRUE;
glewInit();
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Logger log;
e = new GameWorld(&log, getGamePath());
e->gameData.loadIMG("/models/gta3");
e->gameData.loadIMG("/anim/cuts");
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e->gameData.load();
for(std::map<std::string, std::string>::iterator it = e->gameData.ideLocations.begin();
it != e->gameData.ideLocations.end();
++it) {
e->defineItems(it->second);
}
e->dynamicsWorld->setGravity(btVector3(0.f, 0.f, 0.f));
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while( ! e->_work->isEmpty() ) {
std::this_thread::yield();
}
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}
~Global() {
wnd.close();
delete e;
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}
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static std::string getGamePath()
{
// TODO: Is this "the way to do it" on windows.
auto v = getenv(ENV_GAME_PATH_NAME);
return v ? v : "";
}
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static Global& get()
{
static Global g;
return g;
}
};
#endif