1
0
forked from 0ad/0ad
0ad/source/test_setup.cpp
Ykkrosh 6bc33fe8bd Update renderer design to be more flexible and data-driven based on material and shader definitions.
Support conditional expressions in shader effect XML files.
Consolidate fixed-function model rendering into the shader system.
Remove lots of now-obsolete renderer code.
Move shader defines from std::map to new class with interned data, for
performance.
Move texture from model into material.
Alleviate singletonitis.
Remove obsolete lodbias setting.
Remove unused terrain shadow transparency.

This was SVN commit r11423.
2012-04-03 18:44:46 +00:00

139 lines
3.4 KiB
C++

/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
// Got to be consistent with what the rest of the source files do before
// including precompiled.h, so that the PCH works correctly
#ifndef CXXTEST_RUNNING
#define CXXTEST_RUNNING
#endif
#define _CXXTEST_HAVE_STD
#include "precompiled.h"
#include <fstream>
#include "lib/self_test.h"
#include <cxxtest/GlobalFixture.h>
#if OS_WIN
#include "lib/sysdep/os/win/wdbg_heap.h"
#endif
#include "lib/timer.h"
#include "lib/sysdep/sysdep.h"
#include "ps/Profiler2.h"
#include "scriptinterface/ScriptInterface.h"
class LeakReporter : public CxxTest::GlobalFixture
{
virtual bool tearDownWorld()
{
// Shut down JS to prevent leak reports from it
ScriptInterface::ShutDown();
// Enable leak reporting on exit.
// (This is done in tearDownWorld so that it doesn't report 'leaks'
// if the program is aborted before finishing cleanly.)
#if OS_WIN
wdbg_heap_Enable(true);
#endif
return true;
}
virtual bool setUpWorld()
{
#if MSC_VERSION
// (Warning: the allocation numbers seem to differ by 3 when you
// run in the build process vs the debugger)
// _CrtSetBreakAlloc(1952);
#endif
return true;
}
};
class MiscSetup : public CxxTest::GlobalFixture
{
virtual bool setUpWorld()
{
// Timer must be initialised, else things will break when tests do IO
timer_LatchStartTime();
#if OS_MACOSX
// See comment in GameSetup.cpp FixLocales
setlocale(LC_CTYPE, "UTF-8");
#endif
ThreadUtil::SetMainThread();
g_Profiler2.Initialise();
return true;
}
virtual bool tearDownWorld()
{
g_Profiler2.Shutdown();
return true;
}
};
static LeakReporter leakReporter;
static MiscSetup miscSetup;
// Definition of functions from lib/self_test.h
bool ts_str_contains(const std::wstring& str1, const std::wstring& str2)
{
return str1.find(str2) != str1.npos;
}
// we need the (version-controlled) binaries/data directory because it
// contains input files (it is assumed that developer's machines have
// write access to those directories). note that argv0 isn't
// available, so we use sys_ExecutablePathname.
OsPath DataDir()
{
return sys_ExecutablePathname().Parent()/".."/"data";
}
// Script-based testing setup:
namespace
{
void script_TS_FAIL(void*, std::wstring msg)
{
TS_FAIL(msg);
}
}
void ScriptTestSetup(ScriptInterface& ifc)
{
ifc.RegisterFunction<void, std::wstring, script_TS_FAIL>("TS_FAIL");
// Load the TS_* function definitions
// (We don't use VFS because tests might not have the normal VFS paths loaded)
OsPath path = DataDir()/"tests"/"test_setup.js";
std::ifstream ifs(OsString(path).c_str());
ENSURE(ifs.good());
std::string content((std::istreambuf_iterator<char>(ifs)), std::istreambuf_iterator<char>());
std::wstring wcontent(content.begin(), content.end());
bool ok = ifc.LoadScript(L"test_setup.js", wcontent);
ENSURE(ok);
}