godot/modules/gdnative/tests/test_variant.h
George Marques 030d1d6a17
GDNative: New core API
This API now uses the discovery functions present in Variant instead of
wrapping every built-in function. Users now need to query for function
pointers and use those.
2021-01-25 09:28:02 -03:00

205 lines
6.6 KiB
C++

/*************************************************************************/
/* test_variant.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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#ifndef TEST_GDNATIVE_VARIANT_H
#define TEST_GDNATIVE_VARIANT_H
#include <gdnative/gdnative.h>
#include <gdnative/variant.h>
#include "tests/test_macros.h"
namespace TestGDNativeVariant {
TEST_CASE("[GDNative Variant] New Variant with copy") {
godot_variant src;
godot_variant_new_int(&src, 42);
godot_variant copy;
godot_variant_new_copy(&copy, &src);
CHECK(godot_variant_as_int(&copy) == 42);
CHECK(godot_variant_get_type(&copy) == GODOT_VARIANT_TYPE_INT);
godot_variant_destroy(&src);
godot_variant_destroy(&copy);
}
TEST_CASE("[GDNative Variant] New Variant with Nil") {
godot_variant val;
godot_variant_new_nil(&val);
CHECK(godot_variant_get_type(&val) == GODOT_VARIANT_TYPE_NIL);
godot_variant_destroy(&val);
}
TEST_CASE("[GDNative Variant] New Variant with bool") {
godot_variant val;
godot_variant_new_bool(&val, true);
CHECK(godot_variant_as_bool(&val));
CHECK(godot_variant_get_type(&val) == GODOT_VARIANT_TYPE_BOOL);
godot_variant_destroy(&val);
}
TEST_CASE("[GDNative Variant] New Variant with float") {
godot_variant val;
godot_variant_new_float(&val, 4.2);
CHECK(godot_variant_as_float(&val) == 4.2);
CHECK(godot_variant_get_type(&val) == GODOT_VARIANT_TYPE_FLOAT);
godot_variant_destroy(&val);
}
TEST_CASE("[GDNative Variant] New Variant with String") {
String str = "something";
godot_variant val;
godot_variant_new_string(&val, (godot_string *)&str);
godot_string gd_str = godot_variant_as_string(&val);
String *result = (String *)&gd_str;
CHECK(*result == String("something"));
CHECK(godot_variant_get_type(&val) == GODOT_VARIANT_TYPE_STRING);
godot_variant_destroy(&val);
godot_string_destroy(&gd_str);
}
TEST_CASE("[GDNative Variant] Variant call") {
String str("something");
godot_variant self;
godot_variant_new_string(&self, (godot_string *)&str);
godot_variant ret;
godot_string_name method;
godot_string_name_new_with_latin1_chars(&method, "is_valid_identifier");
godot_variant_call_error error;
godot_variant_call(&self, &method, NULL, 0, &ret, &error);
CHECK(godot_variant_get_type(&ret) == GODOT_VARIANT_TYPE_BOOL);
CHECK(godot_variant_as_bool(&ret));
godot_variant_destroy(&ret);
godot_variant_destroy(&self);
godot_string_name_destroy(&method);
}
TEST_CASE("[GDNative Variant] Variant evaluate") {
godot_variant one;
godot_variant_new_int(&one, 1);
godot_variant two;
godot_variant_new_int(&two, 2);
godot_variant three;
bool valid = false;
godot_variant_evaluate(GODOT_VARIANT_OP_ADD, &one, &two, &three, &valid);
CHECK(godot_variant_get_type(&three) == GODOT_VARIANT_TYPE_INT);
CHECK(godot_variant_as_int(&three) == 3);
CHECK(valid);
godot_variant_destroy(&one);
godot_variant_destroy(&two);
godot_variant_destroy(&three);
}
TEST_CASE("[GDNative Variant] Variant set/get named") {
godot_string_name x;
godot_string_name_new_with_latin1_chars(&x, "x");
Vector2 vec(0, 0);
godot_variant self;
godot_variant_new_vector2(&self, (godot_vector2 *)&vec);
godot_variant set;
godot_variant_new_float(&set, 1.0);
bool set_valid = false;
godot_variant_set_named(&self, &x, &set, &set_valid);
bool get_valid = false;
godot_variant get = godot_variant_get_named(&self, &x, &get_valid);
CHECK(get_valid);
CHECK(set_valid);
CHECK(godot_variant_get_type(&get) == GODOT_VARIANT_TYPE_FLOAT);
CHECK(godot_variant_as_float(&get) == 1.0);
godot_string_name_destroy(&x);
godot_variant_destroy(&self);
godot_variant_destroy(&set);
godot_variant_destroy(&get);
}
TEST_CASE("[GDNative Variant] Get utility function argument name") {
godot_string_name function;
godot_string_name_new_with_latin1_chars(&function, "pow");
godot_string arg_name = godot_variant_get_utility_function_argument_name(&function, 0);
String *arg_name_str = (String *)&arg_name;
CHECK(*arg_name_str == "base");
godot_string_destroy(&arg_name);
godot_string_name_destroy(&function);
}
TEST_CASE("[GDNative Variant] Get utility function list") {
int count = godot_variant_get_utility_function_count();
godot_string_name *c_list = (godot_string_name *)godot_alloc(count * sizeof(godot_string_name));
godot_variant_get_utility_function_list(c_list);
List<StringName> cpp_list;
Variant::get_utility_function_list(&cpp_list);
godot_string_name *cur = c_list;
for (const List<StringName>::Element *E = cpp_list.front(); E; E = E->next()) {
const StringName &cpp_name = E->get();
StringName *c_name = (StringName *)cur++;
CHECK(*c_name == cpp_name);
}
godot_free(c_list);
}
} // namespace TestGDNativeVariant
#endif // TEST_GDNATIVE_VARIANT_H