godot/modules/gdscript/tests/gdscript_test_runner_suite.h

75 lines
3.6 KiB
C++
Raw Normal View History

/*************************************************************************/
/* gdscript_test_runner_suite.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GDSCRIPT_TEST_RUNNER_SUITE_H
#define GDSCRIPT_TEST_RUNNER_SUITE_H
#include "gdscript_test_runner.h"
#include "tests/test_macros.h"
namespace GDScriptTests {
TEST_SUITE("[Modules][GDScript]") {
// GDScript 2.0 is still under heavy construction.
// Allow the tests to fail, but do not ignore errors during development.
// Update the scripts and expected output as needed.
TEST_CASE("Script compilation and runtime") {
GDScriptTestRunner runner("modules/gdscript/tests/scripts", true);
int fail_count = runner.run_tests();
INFO("Make sure `*.out` files have expected results.");
REQUIRE_MESSAGE(fail_count == 0, "All GDScript tests should pass.");
}
}
TEST_CASE("[Modules][GDScript] Load source code dynamically and run it") {
Ref<GDScript> gdscript = memnew(GDScript);
gdscript->set_source_code(R"(
extends Reference
func _init():
set_meta("result", 42)
)");
// A spurious `Condition "err" is true` message is printed (despite parsing being successful and returning `OK`).
// Silence it.
ERR_PRINT_OFF;
const Error error = gdscript->reload();
ERR_PRINT_ON;
CHECK_MESSAGE(error == OK, "The script should parse successfully.");
// Run the script by assigning it to a reference-counted object.
Ref<Reference> reference = memnew(Reference);
reference->set_script(gdscript);
CHECK_MESSAGE(int(reference->get_meta("result")) == 42, "The script should assign object metadata successfully.");
}
} // namespace GDScriptTests
#endif // GDSCRIPT_TEST_RUNNER_SUITE_H