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openrw/tests/test_globals.hpp
Anonymous Maarten 7a86c199b0 tests: only include GameConfig.hpp in source file (no header file)
This reduces compile time from 1m19s to 9s when touching GameConfig.hpp.

(Executed from rwgame/build/tests)
before:
$ make >/dev/null
$ touch ../../rwgame/GameConfig.hpp
$ time make>/dev/null

real	1m18.643s
user	1m13.069s
sys	0m5.266s

after:
$ make >/dev/null
$ touch ../../rwgame/GameConfig.hpp
$ time make>/dev/null

real	0m9.247s
user	0m8.374s
sys	0m0.836s
2017-08-15 15:58:01 +01:00

117 lines
2.2 KiB
C++

#ifndef _TESTGLOBABLS_HPP_
#define _TESTGLOBABLS_HPP_
#include <SDL2/SDL.h>
#include <GameWindow.hpp>
#include <boost/test/unit_test.hpp>
#include <core/Logger.hpp>
#include <engine/GameData.hpp>
#include <engine/GameState.hpp>
#include <engine/GameWorld.hpp>
#include <glm/gtx/string_cast.hpp>
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
template <>
struct print_log_value<std::nullptr_t> {
void operator()(std::ostream& s, std::nullptr_t) {
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
class Global {
public:
GameWindow window;
#if RW_TEST_WITH_DATA
GameData* d;
GameWorld* e;
GameState* s;
Logger log;
#endif
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, getGamePath());
d->load();
e = new GameWorld(&log, d);
s = new GameState;
e->state = s;
e->dynamicsWorld->setGravity(btVector3(0.f, 0.f, 0.f));
#endif
}
~Global() {
window.close();
#if RW_TEST_WITH_DATA
delete e;
#endif
}
#if RW_TEST_WITH_DATA
static std::string getGamePath();
#endif
static Global& get() {
static Global g;
return g;
}
};
#endif