/*************************************************************************/ /* test_main.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /*************************************************************************/ #include "list.h" #include "os/main_loop.h" #ifdef DEBUG_ENABLED #include "test_string.h" #include "test_containers.h" #include "test_math.h" #include "test_gui.h" #include "test_render.h" #include "test_sound.h" #include "test_physics.h" #include "test_physics_2d.h" #include "test_io.h" #include "test_shader_lang.h" #include "test_gdscript.h" #include "test_image.h" const char ** tests_get_names() { static const char* test_names[]={ "string", "containers", "math", "render", "multimesh", "gui", "io", "shaderlang", "physics", NULL }; return test_names; } MainLoop* test_main(String p_test,const List& p_args) { if (p_test=="string") { return TestString::test(); } if (p_test=="containers") { return TestContainers::test(); } if (p_test=="math") { return TestMath::test(); } if (p_test=="physics") { return TestPhysics::test(); } if (p_test=="physics_2d") { return TestPhysics2D::test(); } if (p_test=="render") { return TestRender::test(); } #ifndef _3D_DISABLED if (p_test=="gui") { return TestGUI::test(); } #endif //if (p_test=="sound") { // return TestSound::test(); //} if (p_test=="io") { return TestIO::test(); } if (p_test=="shaderlang") { return TestShaderLang::test(); } if (p_test=="gd_tokenizer") { return TestGDScript::test(TestGDScript::TEST_TOKENIZER); } if (p_test=="gd_parser") { return TestGDScript::test(TestGDScript::TEST_PARSER); } if (p_test=="gd_compiler") { return TestGDScript::test(TestGDScript::TEST_COMPILER); } if (p_test=="gd_bytecode") { return TestGDScript::test(TestGDScript::TEST_BYTECODE); } if (p_test=="image") { return TestImage::test(); } return NULL; } #else const char ** tests_get_names() { static const char* test_names[]={ NULL }; return test_names; } MainLoop* test_main(String p_test,const List& p_args) { return NULL; } #endif