test_variant.h 6.6 KB

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  1. /*************************************************************************/
  2. /* test_variant.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef TEST_GDNATIVE_VARIANT_H
  31. #define TEST_GDNATIVE_VARIANT_H
  32. #include <gdnative/gdnative.h>
  33. #include <gdnative/variant.h>
  34. #include "tests/test_macros.h"
  35. namespace TestGDNativeVariant {
  36. TEST_CASE("[GDNative Variant] New Variant with copy") {
  37. godot_variant src;
  38. godot_variant_new_int(&src, 42);
  39. godot_variant copy;
  40. godot_variant_new_copy(&copy, &src);
  41. CHECK(godot_variant_as_int(&copy) == 42);
  42. CHECK(godot_variant_get_type(&copy) == GODOT_VARIANT_TYPE_INT);
  43. godot_variant_destroy(&src);
  44. godot_variant_destroy(&copy);
  45. }
  46. TEST_CASE("[GDNative Variant] New Variant with Nil") {
  47. godot_variant val;
  48. godot_variant_new_nil(&val);
  49. CHECK(godot_variant_get_type(&val) == GODOT_VARIANT_TYPE_NIL);
  50. godot_variant_destroy(&val);
  51. }
  52. TEST_CASE("[GDNative Variant] New Variant with bool") {
  53. godot_variant val;
  54. godot_variant_new_bool(&val, true);
  55. CHECK(godot_variant_as_bool(&val));
  56. CHECK(godot_variant_get_type(&val) == GODOT_VARIANT_TYPE_BOOL);
  57. godot_variant_destroy(&val);
  58. }
  59. TEST_CASE("[GDNative Variant] New Variant with float") {
  60. godot_variant val;
  61. godot_variant_new_float(&val, 4.2);
  62. CHECK(godot_variant_as_float(&val) == 4.2);
  63. CHECK(godot_variant_get_type(&val) == GODOT_VARIANT_TYPE_FLOAT);
  64. godot_variant_destroy(&val);
  65. }
  66. TEST_CASE("[GDNative Variant] New Variant with String") {
  67. String str = "something";
  68. godot_variant val;
  69. godot_variant_new_string(&val, (godot_string *)&str);
  70. godot_string gd_str = godot_variant_as_string(&val);
  71. String *result = (String *)&gd_str;
  72. CHECK(*result == String("something"));
  73. CHECK(godot_variant_get_type(&val) == GODOT_VARIANT_TYPE_STRING);
  74. godot_variant_destroy(&val);
  75. godot_string_destroy(&gd_str);
  76. }
  77. TEST_CASE("[GDNative Variant] Variant call") {
  78. String str("something");
  79. godot_variant self;
  80. godot_variant_new_string(&self, (godot_string *)&str);
  81. godot_variant ret;
  82. godot_string_name method;
  83. godot_string_name_new_with_latin1_chars(&method, "is_valid_identifier");
  84. godot_variant_call_error error;
  85. godot_variant_call(&self, &method, NULL, 0, &ret, &error);
  86. CHECK(godot_variant_get_type(&ret) == GODOT_VARIANT_TYPE_BOOL);
  87. CHECK(godot_variant_as_bool(&ret));
  88. godot_variant_destroy(&ret);
  89. godot_variant_destroy(&self);
  90. godot_string_name_destroy(&method);
  91. }
  92. TEST_CASE("[GDNative Variant] Variant evaluate") {
  93. godot_variant one;
  94. godot_variant_new_int(&one, 1);
  95. godot_variant two;
  96. godot_variant_new_int(&two, 2);
  97. godot_variant three;
  98. godot_variant_new_nil(&three);
  99. bool valid = false;
  100. godot_variant_evaluate(GODOT_VARIANT_OP_ADD, &one, &two, &three, &valid);
  101. CHECK(godot_variant_get_type(&three) == GODOT_VARIANT_TYPE_INT);
  102. CHECK(godot_variant_as_int(&three) == 3);
  103. CHECK(valid);
  104. godot_variant_destroy(&one);
  105. godot_variant_destroy(&two);
  106. godot_variant_destroy(&three);
  107. }
  108. TEST_CASE("[GDNative Variant] Variant set/get named") {
  109. godot_string_name x;
  110. godot_string_name_new_with_latin1_chars(&x, "x");
  111. Vector2 vec(0, 0);
  112. godot_variant self;
  113. godot_variant_new_vector2(&self, (godot_vector2 *)&vec);
  114. godot_variant set;
  115. godot_variant_new_float(&set, 1.0);
  116. bool set_valid = false;
  117. godot_variant_set_named(&self, &x, &set, &set_valid);
  118. bool get_valid = false;
  119. godot_variant get = godot_variant_get_named(&self, &x, &get_valid);
  120. CHECK(get_valid);
  121. CHECK(set_valid);
  122. CHECK(godot_variant_get_type(&get) == GODOT_VARIANT_TYPE_FLOAT);
  123. CHECK(godot_variant_as_float(&get) == 1.0);
  124. godot_string_name_destroy(&x);
  125. godot_variant_destroy(&self);
  126. godot_variant_destroy(&set);
  127. godot_variant_destroy(&get);
  128. }
  129. TEST_CASE("[GDNative Variant] Get utility function argument name") {
  130. godot_string_name function;
  131. godot_string_name_new_with_latin1_chars(&function, "pow");
  132. godot_string arg_name = godot_variant_get_utility_function_argument_name(&function, 0);
  133. String *arg_name_str = (String *)&arg_name;
  134. CHECK(*arg_name_str == "base");
  135. godot_string_destroy(&arg_name);
  136. godot_string_name_destroy(&function);
  137. }
  138. TEST_CASE("[GDNative Variant] Get utility function list") {
  139. int count = godot_variant_get_utility_function_count();
  140. godot_string_name *c_list = (godot_string_name *)godot_alloc(count * sizeof(godot_string_name));
  141. godot_variant_get_utility_function_list(c_list);
  142. List<StringName> cpp_list;
  143. Variant::get_utility_function_list(&cpp_list);
  144. godot_string_name *cur = c_list;
  145. for (const List<StringName>::Element *E = cpp_list.front(); E; E = E->next()) {
  146. const StringName &cpp_name = E->get();
  147. StringName *c_name = (StringName *)cur++;
  148. CHECK(*c_name == cpp_name);
  149. }
  150. godot_free(c_list);
  151. }
  152. } // namespace TestGDNativeVariant
  153. #endif // TEST_GDNATIVE_VARIANT_H