mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
166 lines
4.4 KiB
C++
166 lines
4.4 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// 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, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef UNIT_UNITTESTING_H
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#define UNIT_UNITTESTING_H
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#ifndef _PLATFORMINTRINSICS_H_
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# include "platform/platformIntrinsics.h"
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#endif
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namespace UnitTesting {
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//-----------------------------------------------------------------------------
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struct UnitMargin
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{
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static void Push(int margin);
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static void Pop();
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static int Current();
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};
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void UnitPrint(const char* msg);
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//-----------------------------------------------------------------------------
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class UnitTest {
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int _testCount;
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int _failureCount;
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int _warningCount;
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bool _lastTestResult;
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public:
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UnitTest();
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virtual ~UnitTest() {};
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/// Test an assertion and note if it has failed.
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bool test(bool a,const char* msg) {
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dFetchAndAdd( _testCount, 1 );
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if (!a)
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fail(msg);
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_lastTestResult = a;
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return a;
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}
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/// Report a failture condition.
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void fail(const char* msg);
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/// Report a warning
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void warn(const char* msg);
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int getTestCount() const { return _testCount; }
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int getFailureCount() const { return _failureCount; }
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int getWarningCount() const { return _warningCount; }
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bool lastTestPassed() const { return _lastTestResult; }
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/// Implement this with the specific test.
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virtual void run() = 0;
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};
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//-----------------------------------------------------------------------------
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class TestRegistry
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{
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friend class DynamicTestRegistration; // Bless me, Father, for I have sinned, but this is damn cool
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static TestRegistry *_list;
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TestRegistry *_next;
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const char *_name;
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const char *_className;
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bool _isInteractive;
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public:
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TestRegistry(const char* name, bool interactive, const char *className);
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virtual ~TestRegistry() {}
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static TestRegistry* getFirst() { return _list; }
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TestRegistry* getNext() { return _next; }
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const char* getName() { return _name; }
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const bool isInteractive() { return _isInteractive; }
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virtual UnitTest* newTest() = 0;
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};
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template<class T>
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class TestRegistration: public TestRegistry
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{
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public:
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virtual ~TestRegistration()
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{
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}
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TestRegistration(const char* name, bool interactive, const char *className)
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: TestRegistry(name, interactive, className)
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{
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}
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virtual UnitTest* newTest()
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{
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return new T;
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}
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};
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class DynamicTestRegistration : public TestRegistry
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{
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UnitTest *mUnitTest;
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public:
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DynamicTestRegistration( const char *name, UnitTest *test );
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virtual ~DynamicTestRegistration();
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virtual UnitTest *newTest() { return mUnitTest; }
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};
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//-----------------------------------------------------------------------------
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class TestRun {
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int _testCount;
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int _subCount;
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int _failureCount;
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int _warningCount;
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void test(TestRegistry* reg);
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public:
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TestRun();
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void printStats();
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bool test(const char* module, bool skipInteractive = false);
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};
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#define CreateUnitTest(Class,Name) \
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class Class; \
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static UnitTesting::TestRegistration<Class> _UnitTester##Class (Name, false, #Class); \
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class Class : public UnitTesting::UnitTest
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#define CreateInteractiveTest(Class,Name) \
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class Class; \
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static UnitTesting::TestRegistration<Class> _UnitTester##Class (Name, true, #Class); \
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class Class : public UnitTesting::UnitTest
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} // Namespace
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#endif
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