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Add proper test project
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touilleMan committed Nov 12, 2022
1 parent 8f7e1df commit 72cb01f
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5 changes: 5 additions & 0 deletions .github/workflows/ci.yml
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Expand Up @@ -109,6 +109,11 @@ jobs:
run: |
scons platform=${{ matrix.platform }} target=template_debug ${{ matrix.flags }}
- name: Build example without rebuilding godot-cpp (debug)
run: |
cd example
scons platform=${{ matrix.platform }} target=template_debug ${{ matrix.flags }} build_library=no
- name: Build test without rebuilding godot-cpp (debug)
run: |
cd test
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25 changes: 25 additions & 0 deletions test/.gitignore
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# Generated directories with binaries
build
bin

# Godot 4+ specific ignores
.godot/

# Godot-specific ignores
.import/
export.cfg
export_presets.cfg
# Dummy HTML5 export presets file for continuous integration
!.github/dist/export_presets.cfg

# Imported translations (automatically generated from CSV files)
*.translation

# Mono-specific ignores
.mono/
data_*/
mono_crash.*.json

# System/tool-specific ignores
.directory
*~
150 changes: 150 additions & 0 deletions test/CMakeLists.txt
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project(godot-cpp-test)
cmake_minimum_required(VERSION 3.6)

set(GODOT_HEADERS_PATH ../godot-headers/ CACHE STRING "Path to Godot headers")
set(CPP_BINDINGS_PATH ../ CACHE STRING "Path to C++ bindings")

if(CMAKE_SYSTEM_NAME STREQUAL "Linux")
set(TARGET_PATH x11)
elseif(CMAKE_SYSTEM_NAME STREQUAL "Windows")
set(TARGET_PATH win64)
elseif(CMAKE_SYSTEM_NAME STREQUAL "Darwin")
set(TARGET_PATH macos)
else()
message(FATAL_ERROR "Not implemented support for ${CMAKE_SYSTEM_NAME}")
endif()

# Change the output directory to the bin directory
set(BUILD_PATH ${CMAKE_SOURCE_DIR}/bin/${TARGET_PATH})
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${BUILD_PATH}")
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${BUILD_PATH}")
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${BUILD_PATH}")
SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}")
SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}")
SET(CMAKE_LIBRARY_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}")
SET(CMAKE_LIBRARY_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}")
SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}")
SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}")

# Set the c++ standard to c++17
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)

set(GODOT_COMPILE_FLAGS )
set(GODOT_LINKER_FLAGS )

if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
# using Visual Studio C++
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /EHsc /WX") # /GF /MP
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /DTYPED_METHOD_BIND")

if(CMAKE_BUILD_TYPE MATCHES Debug)
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MDd") # /Od /RTC1 /Zi
else()
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MD /O2") # /Oy /GL /Gy
STRING(REGEX REPLACE "/RTC(su|[1su])" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
string(REPLACE "/RTC1" "" CMAKE_CXX_FLAGS_DEBUG ${CMAKE_CXX_FLAGS_DEBUG})
endif(CMAKE_BUILD_TYPE MATCHES Debug)

# Disable conversion warning, truncation, unreferenced var, signed mismatch
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /wd4244 /wd4305 /wd4101 /wd4018 /wd4267")

add_definitions(-DNOMINMAX)

# Unkomment for warning level 4
#if(CMAKE_CXX_FLAGS MATCHES "/W[0-4]")
# string(REGEX REPLACE "/W[0-4]" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
#endif()

else()

#elseif ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang")
# using Clang
#elseif ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU")
# using GCC and maybe MinGW?

set(GODOT_LINKER_FLAGS "-static-libgcc -static-libstdc++ -Wl,-R,'$$ORIGIN'")

# Hmm.. maybe to strikt?
set(GODOT_COMPILE_FLAGS "-fPIC -g -Wwrite-strings")
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wchar-subscripts -Wcomment -Wdisabled-optimization")
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wformat -Wformat=2 -Wformat-security -Wformat-y2k")
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wimport -Winit-self -Winline -Winvalid-pch -Werror")
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wmissing-braces -Wmissing-format-attribute")
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wmissing-include-dirs -Wmissing-noreturn -Wpacked -Wpointer-arith")
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wredundant-decls -Wreturn-type -Wsequence-point")
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wswitch -Wswitch-enum -Wtrigraphs")
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wuninitialized -Wunknown-pragmas -Wunreachable-code -Wunused-label")
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wunused-value -Wvariadic-macros -Wvolatile-register-var -Wno-error=attributes")

# -Wshadow -Wextra -Wall -Weffc++ -Wfloat-equal -Wstack-protector -Wunused-parameter -Wsign-compare -Wunused-variable -Wcast-align
# -Wunused-function -Wstrict-aliasing -Wstrict-aliasing=2 -Wmissing-field-initializers

if(NOT CMAKE_SYSTEM_NAME STREQUAL "Android")
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wno-ignored-attributes")
endif()

if(CMAKE_BUILD_TYPE MATCHES Debug)
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-omit-frame-pointer -O0")
else()
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -O3")
endif(CMAKE_BUILD_TYPE MATCHES Debug)
endif()

# Get Sources
file(GLOB_RECURSE SOURCES src/*.c**)
file(GLOB_RECURSE HEADERS include/*.h**)

# Define our godot-cpp library
add_library(${PROJECT_NAME} SHARED ${SOURCES} ${HEADERS})

target_include_directories(${PROJECT_NAME} SYSTEM
PRIVATE
${CPP_BINDINGS_PATH}/include
${CPP_BINDINGS_PATH}/gen/include
${GODOT_HEADERS_PATH}
)

# Create the correct name (godot.os.build_type.system_bits)
# Synchronized with godot-cpp's CMakeLists.txt

set(BITS 32)
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
set(BITS 64)
endif(CMAKE_SIZEOF_VOID_P EQUAL 8)

if(CMAKE_BUILD_TYPE MATCHES Debug)
set(GODOT_CPP_BUILD_TYPE Debug)
else()
set(GODOT_CPP_BUILD_TYPE Release)
endif()

string(TOLOWER ${CMAKE_SYSTEM_NAME} SYSTEM_NAME)
string(TOLOWER ${GODOT_CPP_BUILD_TYPE} BUILD_TYPE)

if(ANDROID)
# Added the android abi after system name
set(SYSTEM_NAME ${SYSTEM_NAME}.${ANDROID_ABI})
endif()

if(CMAKE_VERSION VERSION_GREATER "3.13")
target_link_directories(${PROJECT_NAME}
PRIVATE
${CPP_BINDINGS_PATH}/bin/
)

target_link_libraries(${PROJECT_NAME}
godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}$<$<NOT:$<PLATFORM_ID:Android>>:.${BITS}>
)
else()
target_link_libraries(${PROJECT_NAME}
${CPP_BINDINGS_PATH}/bin/libgodot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}$<$<NOT:$<PLATFORM_ID:Android>>:.${BITS}>.a
)
endif()

# Add the compile flags
set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY COMPILE_FLAGS ${GODOT_COMPILE_FLAGS})
set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY LINK_FLAGS ${GODOT_LINKER_FLAGS})

set_property(TARGET ${PROJECT_NAME} PROPERTY OUTPUT_NAME "gdexample")
34 changes: 34 additions & 0 deletions test/README.md
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# godot-cpp example / integration test

This project is used to perform integration testing of the godot-cpp
extension, to validate PRs and implemented APIs.

It can also be used as a quick example of how to set up a godot-cpp
project, both on the C++ side and in the Godot project itself.

## License

This is free and unencumbered software released into the public domain.

Anyone is free to copy, modify, publish, use, compile, sell, or
distribute this software, either in source code form or as a compiled
binary, for any purpose, commercial or non-commercial, and by any
means.

In jurisdictions that recognize copyright laws, the author or authors
of this software dedicate any and all copyright interest in the
software to the public domain. We make this dedication for the benefit
of the public at large and to the detriment of our heirs and
successors. We intend this dedication to be an overt act of
relinquishment in perpetuity of all present and future rights to this
software under copyright law.

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 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.

For more information, please refer to <https://unlicense.org/>
32 changes: 32 additions & 0 deletions test/SConstruct
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#!/usr/bin/env python
import os
import sys

env = SConscript("../SConstruct")

# For the reference:
# - CCFLAGS are compilation flags shared between C and C++
# - CFLAGS are for C-specific compilation flags
# - CXXFLAGS are for C++-specific compilation flags
# - CPPFLAGS are for pre-processor flags
# - CPPDEFINES are for pre-processor defines
# - LINKFLAGS are for linking flags

# tweak this if you want to use different folders, or more folders, to store your source code in.
env.Append(CPPPATH=["src/"])
sources = Glob("src/*.cpp")

if env["platform"] == "macos":
library = env.SharedLibrary(
"demo/bin/libgdexample.{}.{}.framework/libgdexample.{}.{}".format(
env["platform"], env["target"], env["platform"], env["target"]
),
source=sources,
)
else:
library = env.SharedLibrary(
"demo/bin/libgdexample{}{}".format(env["suffix"], env["SHLIBSUFFIX"]),
source=sources,
)

Default(library)
7 changes: 7 additions & 0 deletions test/demo/default_env.tres
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[gd_resource type="Environment" load_steps=2 format=3 uid="uid://dtd3q2x2ulcsi"]

[sub_resource type="Sky" id="1"]

[resource]
background_mode = 2
sky = SubResource( "1" )
22 changes: 22 additions & 0 deletions test/demo/example.gdextension
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[configuration]

entry_symbol = "example_library_init"

[libraries]

macos.debug = "res://bin/libgdexample.macos.template_debug.framework"
macos.release = "res://bin/libgdexample.macos.template_release.framework"
windows.debug.x86_32 = "res://bin/libgdexample.windows.template_debug.x86_32.dll"
windows.release.x86_32 = "res://bin/libgdexample.windows.template_release.x86_32.dll"
windows.debug.x86_64 = "res://bin/libgdexample.windows.template_debug.x86_64.dll"
windows.release.x86_64 = "res://bin/libgdexample.windows.template_release.x86_64.dll"
linux.debug.x86_64 = "res://bin/libgdexample.linux.template_debug.x86_64.so"
linux.release.x86_64 = "res://bin/libgdexample.linux.template_release.x86_64.so"
linux.debug.arm64 = "res://bin/libgdexample.linux.template_debug.arm64.so"
linux.release.arm64 = "res://bin/libgdexample.linux.template_release.arm64.so"
linux.debug.rv64 = "res://bin/libgdexample.linux.template_debug.rv64.so"
linux.release.rv64 = "res://bin/libgdexample.linux.template_release.rv64.so"
android.debug.x86_64 = "res://bin/libgdexample.android.template_debug.x86_64.so"
android.release.x86_64 = "res://bin/libgdexample.android.template_release.x86_64.so"
android.debug.arm64 = "res://bin/libgdexample.android.template_debug.arm64.so"
android.release.arm64 = "res://bin/libgdexample.android.template_release.arm64.so"
Binary file added test/demo/icon.png
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34 changes: 34 additions & 0 deletions test/demo/icon.png.import
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[remap]

importer="texture"
type="CompressedTexture2D"
uid="uid://cswr8vy4lt7dt"
path="res://.godot/imported/icon.png-487276ed1e3a0c39cad0279d744ee560.ctex"
metadata={
"vram_texture": false
}

[deps]

source_file="res://icon.png"
dest_files=["res://.godot/imported/icon.png-487276ed1e3a0c39cad0279d744ee560.ctex"]

[params]

compress/mode=0
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/bptc_ldr=0
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
27 changes: 27 additions & 0 deletions test/demo/main.gd
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extends Node

var signal_emitted = false

func _ready():
var ret = $Example.my_method("Arg", FOO)
assert(ret == "ArgFoo")
var ret = $Example.my_method("Arg", BAR)
assert(ret == "ArgBar")

var ret = $Example.my_varargs_method(Null, 1, 2, "3")
assert(ret == 4)

var ret = $Example.my_static_method(1, 2)
assert(ret == 3)

$Example.my_prop = Vector2(1, 2)
assert($Example.my_prop == Vector2(1, 2))

$Example.emit_signal("my_signal", 42)
assert(signal_emitted == true)

# All good, exiting ;-)
get_tree().quit(0)

func _on_Example_my_signal(signal_name, value):
signal_emitted = value == 42
10 changes: 10 additions & 0 deletions test/demo/main.tscn
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[gd_scene load_steps=2 format=3 uid="uid://dmx2xuigcpvt4"]

[ext_resource type="Script" path="res://main.gd" id="1_c326s"]

[node name="Node" type="Node"]
script = ExtResource( "1_c326s" )

[node name="Example" type="Example" parent="."]

[connection signal="my_signal" from="Example" to="." method="_on_Example_my_signal"]
24 changes: 24 additions & 0 deletions test/demo/project.godot
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters

config_version=5

[application]

config/name="GDExtension Test Project"
run/main_scene="res://main.tscn"
config/features=PackedStringArray("4.0")
config/icon="res://icon.png"

[native_extensions]

paths=["res://example.gdextension"]

[rendering]

environment/defaults/default_environment="res://default_env.tres"
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