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+/*************************************************************************/
+/* test_main.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "test_main.h"
+
+#include "core/list.h"
+
+#ifdef DEBUG_ENABLED
+
+#include "test_astar.h"
+#include "test_basis.h"
+#include "test_class_db.h"
+#include "test_gdscript.h"
+#include "test_gui.h"
+#include "test_math.h"
+#include "test_oa_hash_map.h"
+#include "test_ordered_hash_map.h"
+#include "test_physics_2d.h"
+#include "test_physics_3d.h"
+#include "test_render.h"
+#include "test_shader_lang.h"
+#include "test_string.h"
+#include "test_validate_testing.h"
+
+#include "modules/modules_tests.gen.h"
+
+#include "thirdparty/doctest/doctest.h"
+
+const char **tests_get_names() {
+ static const char *test_names[] = {
+ "*",
+ "all",
+ "math",
+ "basis",
+ "physics_2d",
+ "physics_3d",
+ "render",
+ "oa_hash_map",
+ "class_db",
+ "gui",
+ "shaderlang",
+ "gd_tokenizer",
+ "gd_parser",
+ "gd_compiler",
+ "gd_bytecode",
+ "ordered_hash_map",
+ "astar",
+ nullptr
+ };
+
+ return test_names;
+}
+
+int test_main(int argc, char *argv[]) {
+ // doctest runner for when legacy unit tests are no found
+ doctest::Context test_context;
+ List<String> valid_arguments;
+
+ // clean arguments of --test from the args
+ int argument_count = 0;
+ for (int x = 0; x < argc; x++) {
+ if (strncmp(argv[x], "--test", 6) != 0) {
+ valid_arguments.push_back(String(argv[x]));
+ argument_count++;
+ }
+ }
+
+ // convert godot command line arguments back to standard arguments.
+ char **args = new char *[valid_arguments.size()];
+ for (int x = 0; x < valid_arguments.size(); x++) {
+ // operation to convert godot string to non wchar string
+ const char *str = valid_arguments[x].utf8().ptr();
+ // allocate the string copy
+ args[x] = new char[strlen(str) + 1];
+ // copy this into memory
+ std::memcpy(args[x], str, strlen(str) + 1);
+ }
+
+ test_context.applyCommandLine(valid_arguments.size(), args);
+
+ test_context.setOption("order-by", "name");
+ test_context.setOption("abort-after", 5);
+ test_context.setOption("no-breaks", true);
+ delete[] args;
+ return test_context.run();
+}
+
+#else
+
+const char **tests_get_names() {
+ static const char *test_names[] = {
+ nullptr
+ };
+
+ return test_names;
+}
+
+int test_main(int argc, char *argv[]) {
+ return 0;
+}
+
+#endif