void Utest::executePlatformSpecificTestBody() { TInt err(KErrNone); TRAP(err, testBody()); if(err != KErrNone) { Utest::getCurrent()->fail("Leave in test method", "", 0); } }
void Utest::executePlatformSpecificTestBody() { if (0 == setjmp(test_exit_jmp_buf[jmp_buf_index])) { jmp_buf_index++; testBody(); jmp_buf_index--; } }
void UnityTestRunner(unityfunction* setup, unityfunction* testBody, unityfunction* teardown, const char* printableName, const char* group, const char* name, const char* file, unsigned int line) { if (testSelected(name) && groupSelected(group)) { Unity.TestFile = file; Unity.CurrentTestName = printableName; Unity.CurrentTestLineNumber = line; if (!UnityFixture.Verbose) UNITY_OUTPUT_CHAR('.'); else { UnityPrint(printableName); #ifndef UNITY_REPEAT_TEST_NAME Unity.CurrentTestName = NULL; #endif } Unity.NumberOfTests++; UnityMalloc_StartTest(); UnityPointer_Init(); UNITY_EXEC_TIME_START(); if (TEST_PROTECT()) { setup(); testBody(); } if (TEST_PROTECT()) { teardown(); } if (TEST_PROTECT()) { UnityPointer_UndoAllSets(); if (!Unity.CurrentTestFailed) UnityMalloc_EndTest(); } UnityConcludeFixtureTest(); } }
void UnityTestRunner(unityfunction* setup, unityfunction* testBody, unityfunction* teardown, const char * printableName, const char * group, const char * name, const char * file, int line) { if (testSelected(name) && groupSelected(group)) { Unity.CurrentTestFailed = 0; Unity.TestFile = file; Unity.CurrentTestName = printableName; Unity.CurrentTestLineNumber = line; if (!UnityFixture.Verbose) UNITY_OUTPUT_CHAR('.'); else UnityPrint(printableName); Unity.NumberOfTests++; UnityMalloc_StartTest(); UnityPointer_Init(); runTestCase(); if (TEST_PROTECT()) { setup(); testBody(); } if (TEST_PROTECT()) { teardown(); } if (TEST_PROTECT()) { UnityPointer_UndoAllSets(); if (!Unity.CurrentTestFailed) UnityMalloc_EndTest(); UnityConcludeFixtureTest(); } else { //aborting - jwg - di i need these for the other TEST_PROTECTS? } } }
void ProtoBufWebSocketRequestMessageTest::testConstructor() { std::string testVerb("hfhfhfh"); std::string testPath("feuhehefhd"); std::string testBody("body body body"); google::protobuf::uint64 testId(3745646212); textsecure::WebSocketRequestMessage tsRequestMessage; tsRequestMessage.set_verb(testVerb); tsRequestMessage.set_path(testPath); tsRequestMessage.set_body(testBody); tsRequestMessage.set_id(testId); ProtoBufWebSocketRequestMessage requestMessage(tsRequestMessage); QVERIFY2(requestMessage.verb() == QString::fromStdString(testVerb), "Verb wasn't set."); QVERIFY2(requestMessage.path() == QString::fromStdString(testPath), "Path wasn't set."); QVERIFY2(requestMessage.body() == QString::fromStdString(testBody), "Body wasn't set."); QVERIFY2(requestMessage.requestId() == testId, "Test id wasn't set."); }
void Utest::executePlatformSpecificTestBody() { testBody(); }
int main() { if (!glfwInit()) { fprintf(stderr, "Failed to initialize GLFW\n"); return -1; } glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //int w = 1024; int w = 768; int h = 768; window = glfwCreateWindow(w, h, "Cyborg-Engine", NULL, NULL); if (window == NULL){ fprintf(stderr, "Failed to open GLFW window."); glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, Renderer::FramebufferSizeCallback); glfwSetKeyCallback(window, Renderer::key_callback); Renderer::FramebufferSizeCallback(window, w, h); glewExperimental = true; // Needed for core profile if (glewInit() != GLEW_OK) { fprintf(stderr, "Failed to initialize GLEW\n"); return -1; } glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE); Renderer::initRender(window); //load resources: TextureManager* TM = TextureManager::getInstance(); TM->loadTexture("testi", "./textures/polygon.png"); TM->loadTexture("part", "./textures/particle2.png"); TM->loadTexture("sheet","./textures/spriteSheetTest.png"); float a = 0; float b = 0; // For rotation float spriteTimer = 0; int spriteNumber = 0; PointSprite ps(0, 0, "part"); //sprite stuff Sprite aa; aa.setUp(6,5); glm::vec2 rain[50]; for (int i = 0; i < 50; i++) { rain[i] = glm::vec2((float)(rand() % 2000) / 1000 - 1.0, (float)(rand() % 2000) / 1000 - 1.2); } Polygon p; glm::vec2 points[] { glm::vec2(0.0, 0.21), glm::vec2(0.05, 0.05), glm::vec2(0.4, 0.0), glm::vec2(0.05, -0.05), glm::vec2(0.0, -0.21), glm::vec2(-0.05, -0.05), glm::vec2(-0.4, 0.0), glm::vec2(-0.05, 0.05), }; p.setPoints(points, 8); p.setOrigin(-0.5, 0.0); Circle c; c.setPrecision(8); bool isEnterPressed = false; int scene = 0; //INITIALIZATION FOR NP_PHYSICS STUFF -------------------------------------------------------------------- START // Creating physics world NP_World world; // Creating objects NP_Object testObj, testObj2, testObj3, testObj4, testObj5, testObj6; // Creating bodies to the world NP_Body testBody(world, 2.f), testBody2(world, 1.f), testBody3(world, 1.f), testBody4(world, 0.5f), testBody5(world, 0.5f), testBody6(world, 100.f); //testBody3.m_mass = 10.f; // Binding objects to bodies testObj.bindBody(&testBody); testObj2.bindBody(&testBody2); testObj3.bindBody(&testBody3); testObj4.bindBody(&testBody4); testObj5.bindBody(&testBody5); testObj6.bindBody(&testBody6); testBody.addBoxCollider(0.5f); testBody2.addBoxCollider(0.5f); testBody3.addBoxCollider(0.5f); testBody4.addBoxCollider(.25f); testBody5.addBoxCollider(.25f); testBody6.addBoxCollider(0.5f); Polygon poly1, poly2, poly3, poly4, poly5, poly6; glm::vec2 pointsp[] = { // Box collider size glm::vec2(-0.25, 0.25), glm::vec2(-0.25, -0.25), glm::vec2(0.25, -0.25), glm::vec2(0.25, 0.25) }; glm::vec2 pointsp123[] = { // Box collider size glm::vec2(-0.125, 0.125), glm::vec2(-0.125, -0.125), glm::vec2(0.125, -0.125), glm::vec2(0.125, 0.125) }; poly1.setPoints(pointsp, 4); poly2.setPoints(pointsp, 4); poly3.setPoints(pointsp, 4); poly4.setPoints(pointsp123, 4); poly5.setPoints(pointsp123, 4); poly6.setPoints(pointsp, 4); testObj.bindPolygon(&poly1); testObj2.bindPolygon(&poly2); testObj3.bindPolygon(&poly3); testObj4.bindPolygon(&poly4); testObj5.bindPolygon(&poly5); testObj6.bindPolygon(&poly6); // Adding objects to the wold world.addObject(&testObj); world.addObject(&testObj2); world.addObject(&testObj3); // world.addObject(&testObj4); // world.addObject(&testObj5); // world.addObject(&testObj6); testObj3.getBody()->setPos(glm::vec2(-1.f, 0.4f)); testObj2.getBody()->setPos(glm::vec2(0.0f, 0.75f)); testObj.getBody()->setPos(glm::vec2(1.0f, 0.f)); testObj4.getBody()->setPos(glm::vec2(-0.35f, 1.f)); testObj5.getBody()->setPos(glm::vec2(0.35f, 1.f)); testObj6.getBody()->setPos(glm::vec2(0.0f, -0.25f)); testObj.getBody()->setVelocity(glm::vec2(-25.0f, 1.f)); testObj3.getBody()->setVelocity(glm::vec2(5.0f, 1.f)); testObj2.getBody()->setVelocity(glm::vec2(0.f, -5.f)); testObj4.getBody()->setVelocity(glm::vec2(.0f, -3.0f)); testObj5.getBody()->setVelocity(glm::vec2(.0f, -3.0f)); testObj6.getBody()->setVelocity(glm::vec2(0.f, 2.f)); //testObj.getBody()->m_orientation = glm::radians(30.f); //testObj3.getBody()->m_orientation = glm::radians(-45.f); //testObj3.getBody()->m_angularVelocity = 10.0f; //testObj2.getBody()->m_angularVelocity = 2.5f; //testObj.getBody()->m_angularVelocity = -2.f; //testObj4.getBody()->m_angularVelocity = -10.f; //testObj5.getBody()->m_angularVelocity = 10.f; //INITIALIZATION FOR NP_PHYSICS STUFF -------------------------------------------------------------------- END do{ Renderer::do_movement(); if (isEnterPressed == false) { if (glfwGetKey(window, GLFW_KEY_ENTER) == GLFW_PRESS) { isEnterPressed = true; scene = (scene+1) % 2; // SCENEJEN MÄÄRÄ a = 0.0f; if (scene == 0) { world.removeObjects(); world.addObject(&testObj); world.addObject(&testObj2); world.addObject(&testObj3); } else if (scene == 1) { world.removeObjects(); world.addObject(&testObj4); world.addObject(&testObj5); world.addObject(&testObj6); } } } else { if (glfwGetKey(window, GLFW_KEY_ENTER) != GLFW_PRESS) { isEnterPressed = false; } } a += 0.02; //clear screen Renderer::initDraw(); //--------------------draw-------------------- if (scene == 0) { Renderer::setColor(1, 1, 1, 0.5); Renderer::drawPolygon(&poly1, testObj.getBody()->m_collider.position.x, testObj.getBody()->m_collider.position.y); Renderer::drawPolygon(&poly2, testObj2.getBody()->m_collider.position.x, testObj2.getBody()->m_collider.position.y); Renderer::drawPolygon(&poly3, testObj3.getBody()->m_collider.position.x, testObj3.getBody()->m_collider.position.y); /* Renderer::drawCircle(testObj.getBody()->m_collider.corner[0].x, testObj.getBody()->m_collider.corner[0].y, 0.01f); Renderer::drawCircle(testObj.getBody()->m_collider.corner[1].x, testObj.getBody()->m_collider.corner[1].y, 0.01f); Renderer::drawCircle(testObj.getBody()->m_collider.corner[2].x, testObj.getBody()->m_collider.corner[2].y, 0.01f); Renderer::drawCircle(testObj.getBody()->m_collider.corner[3].x, testObj.getBody()->m_collider.corner[3].y, 0.01f); Renderer::drawCircle(testObj3.getBody()->m_collider.corner[0].x, testObj3.getBody()->m_collider.corner[0].y, 0.01f); Renderer::drawCircle(testObj3.getBody()->m_collider.corner[1].x, testObj3.getBody()->m_collider.corner[1].y, 0.01f); Renderer::drawCircle(testObj3.getBody()->m_collider.corner[2].x, testObj3.getBody()->m_collider.corner[2].y, 0.01f); Renderer::drawCircle(testObj3.getBody()->m_collider.corner[3].x, testObj3.getBody()->m_collider.corner[3].y, 0.01f); Renderer::drawCircle(testObj2.getBody()->m_collider.corner[0].x, testObj2.getBody()->m_collider.corner[0].y, 0.01f); Renderer::drawCircle(testObj2.getBody()->m_collider.corner[1].x, testObj2.getBody()->m_collider.corner[1].y, 0.01f); Renderer::drawCircle(testObj2.getBody()->m_collider.corner[2].x, testObj2.getBody()->m_collider.corner[2].y, 0.01f); Renderer::drawCircle(testObj2.getBody()->m_collider.corner[3].x, testObj2.getBody()->m_collider.corner[3].y, 0.01f); */ //std::cout << testObj.getBody()->m_collider.corner[0].x << std::endl; //testObj.getBody()->setOrient(a); world.update(a / 10000); } else if (scene == 1) { Renderer::setColor(1, 0.5, 0.75, 0.5); Renderer::drawPolygon(&poly4, testObj4.getBody()->m_collider.position.x, testObj4.getBody()->m_collider.position.y); Renderer::drawPolygon(&poly5, testObj5.getBody()->m_collider.position.x, testObj5.getBody()->m_collider.position.y); Renderer::drawPolygon(&poly6, testObj6.getBody()->m_collider.position.x, testObj6.getBody()->m_collider.position.y); /* Renderer::drawCircle(testObj4.getBody()->m_collider.corner[0].x, testObj4.getBody()->m_collider.corner[0].y, 0.01f); Renderer::drawCircle(testObj4.getBody()->m_collider.corner[1].x, testObj4.getBody()->m_collider.corner[1].y, 0.01f); Renderer::drawCircle(testObj4.getBody()->m_collider.corner[2].x, testObj4.getBody()->m_collider.corner[2].y, 0.01f); Renderer::drawCircle(testObj4.getBody()->m_collider.corner[3].x, testObj4.getBody()->m_collider.corner[3].y, 0.01f); Renderer::drawCircle(testObj5.getBody()->m_collider.corner[0].x, testObj5.getBody()->m_collider.corner[0].y, 0.01f); Renderer::drawCircle(testObj5.getBody()->m_collider.corner[1].x, testObj5.getBody()->m_collider.corner[1].y, 0.01f); Renderer::drawCircle(testObj5.getBody()->m_collider.corner[2].x, testObj5.getBody()->m_collider.corner[2].y, 0.01f); Renderer::drawCircle(testObj5.getBody()->m_collider.corner[3].x, testObj5.getBody()->m_collider.corner[3].y, 0.01f); */ world.update(a / 5000); } //--------------------end draw-------------------- //swap buffers Renderer::render(); glfwPollEvents(); } while (glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS && glfwWindowShouldClose(window) == 0); Renderer::uninitRender(); glfwTerminate(); return 0; }