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			205 lines
		
	
	
	
		
			6.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  test_variant.h                                                       */
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/*************************************************************************/
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/*                       This file is part of:                           */
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/*                           GODOT ENGINE                                */
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/*                      https://godotengine.org                          */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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/*                                                                       */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the       */
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/* "Software"), to deal in the Software without restriction, including   */
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/* without limitation the rights to use, copy, modify, merge, publish,   */
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/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions:                                             */
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/*                                                                       */
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/* The above copyright notice and this permission notice shall be        */
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/* included in all copies or substantial portions of the Software.       */
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/*                                                                       */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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/*************************************************************************/
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#ifndef TEST_GDNATIVE_VARIANT_H
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#define TEST_GDNATIVE_VARIANT_H
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#include <gdnative/gdnative.h>
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#include <gdnative/variant.h>
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#include "tests/test_macros.h"
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namespace TestGDNativeVariant {
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TEST_CASE("[GDNative Variant] New Variant with copy") {
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	godot_variant src;
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	godot_variant_new_int(&src, 42);
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	godot_variant copy;
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	godot_variant_new_copy(©, &src);
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	CHECK(godot_variant_as_int(©) == 42);
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	CHECK(godot_variant_get_type(©) == GODOT_VARIANT_TYPE_INT);
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	godot_variant_destroy(&src);
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	godot_variant_destroy(©);
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}
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TEST_CASE("[GDNative Variant] New Variant with Nil") {
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	godot_variant val;
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	godot_variant_new_nil(&val);
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	CHECK(godot_variant_get_type(&val) == GODOT_VARIANT_TYPE_NIL);
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	godot_variant_destroy(&val);
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}
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TEST_CASE("[GDNative Variant] New Variant with bool") {
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	godot_variant val;
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	godot_variant_new_bool(&val, true);
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	CHECK(godot_variant_as_bool(&val));
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	CHECK(godot_variant_get_type(&val) == GODOT_VARIANT_TYPE_BOOL);
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	godot_variant_destroy(&val);
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}
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TEST_CASE("[GDNative Variant] New Variant with float") {
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	godot_variant val;
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	godot_variant_new_float(&val, 4.2);
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	CHECK(godot_variant_as_float(&val) == 4.2);
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	CHECK(godot_variant_get_type(&val) == GODOT_VARIANT_TYPE_FLOAT);
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	godot_variant_destroy(&val);
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}
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TEST_CASE("[GDNative Variant] New Variant with String") {
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	String str = "something";
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	godot_variant val;
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	godot_variant_new_string(&val, (godot_string *)&str);
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	godot_string gd_str = godot_variant_as_string(&val);
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	String *result = (String *)&gd_str;
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	CHECK(*result == String("something"));
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	CHECK(godot_variant_get_type(&val) == GODOT_VARIANT_TYPE_STRING);
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	godot_variant_destroy(&val);
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	godot_string_destroy(&gd_str);
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}
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TEST_CASE("[GDNative Variant] Variant call") {
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	String str("something");
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	godot_variant self;
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	godot_variant_new_string(&self, (godot_string *)&str);
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	godot_variant ret;
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	godot_string_name method;
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	godot_string_name_new_with_latin1_chars(&method, "is_valid_identifier");
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	godot_variant_call_error error;
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	godot_variant_call(&self, &method, nullptr, 0, &ret, &error);
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	CHECK(godot_variant_get_type(&ret) == GODOT_VARIANT_TYPE_BOOL);
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	CHECK(godot_variant_as_bool(&ret));
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	godot_variant_destroy(&ret);
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	godot_variant_destroy(&self);
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	godot_string_name_destroy(&method);
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}
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TEST_CASE("[GDNative Variant] Variant evaluate") {
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	godot_variant one;
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	godot_variant_new_int(&one, 1);
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	godot_variant two;
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	godot_variant_new_int(&two, 2);
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	godot_variant three;
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	godot_variant_new_nil(&three);
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	bool valid = false;
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	godot_variant_evaluate(GODOT_VARIANT_OP_ADD, &one, &two, &three, &valid);
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	CHECK(godot_variant_get_type(&three) == GODOT_VARIANT_TYPE_INT);
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	CHECK(godot_variant_as_int(&three) == 3);
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	CHECK(valid);
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	godot_variant_destroy(&one);
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	godot_variant_destroy(&two);
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	godot_variant_destroy(&three);
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}
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TEST_CASE("[GDNative Variant] Variant set/get named") {
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	godot_string_name x;
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	godot_string_name_new_with_latin1_chars(&x, "x");
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	Vector2 vec(0, 0);
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	godot_variant self;
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	godot_variant_new_vector2(&self, (godot_vector2 *)&vec);
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	godot_variant set;
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	godot_variant_new_float(&set, 1.0);
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	bool set_valid = false;
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	godot_variant_set_named(&self, &x, &set, &set_valid);
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	bool get_valid = false;
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	godot_variant get = godot_variant_get_named(&self, &x, &get_valid);
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	CHECK(get_valid);
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	CHECK(set_valid);
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	CHECK(godot_variant_get_type(&get) == GODOT_VARIANT_TYPE_FLOAT);
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	CHECK(godot_variant_as_float(&get) == 1.0);
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	godot_string_name_destroy(&x);
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	godot_variant_destroy(&self);
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	godot_variant_destroy(&set);
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	godot_variant_destroy(&get);
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}
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TEST_CASE("[GDNative Variant] Get utility function argument name") {
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	godot_string_name function;
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	godot_string_name_new_with_latin1_chars(&function, "pow");
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	godot_string arg_name = godot_variant_get_utility_function_argument_name(&function, 0);
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	String *arg_name_str = (String *)&arg_name;
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	CHECK(*arg_name_str == "base");
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	godot_string_destroy(&arg_name);
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	godot_string_name_destroy(&function);
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}
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TEST_CASE("[GDNative Variant] Get utility function list") {
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	int count = godot_variant_get_utility_function_count();
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	godot_string_name *c_list = (godot_string_name *)godot_alloc(count * sizeof(godot_string_name));
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	godot_variant_get_utility_function_list(c_list);
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	List<StringName> cpp_list;
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	Variant::get_utility_function_list(&cpp_list);
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	godot_string_name *cur = c_list;
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	for (const StringName &E : cpp_list) {
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		const StringName &cpp_name = E;
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		StringName *c_name = (StringName *)cur++;
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		CHECK(*c_name == cpp_name);
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	}
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	godot_free(c_list);
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}
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} // namespace TestGDNativeVariant
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#endif // TEST_GDNATIVE_VARIANT_H
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