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openrw/tests/test_Globals.hpp
2018-10-29 16:35:32 +01:00

128 lines
2.5 KiB
C++

#ifndef _TESTGLOBALS_HPP_
#define _TESTGLOBALS_HPP_
#ifdef _MSC_VER
#pragma warning(disable : 4305 5033)
#endif
#include <btBulletDynamicsCommon.h>
#ifdef _MSC_VER
#pragma warning(default : 4305 5033)
#endif
#include <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 <objects/GameObject.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
}
}
#if BOOST_VERSION < 106400
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
}
}
#endif
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 << static_cast<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