
Most SDL functions used to indicate success or failure using an int return code. These functions have been changed to return SDL_bool. Here is a coccinelle patch to change code that previously compared the return value to 0 and changes it to a boolean test: @ bool_return_type @ identifier func =~ "^(SDL_AddEventWatch|SDL_AddHintCallback|SDL_AddSurfaceAlternateImage|SDL_AddVulkanRenderSemaphores|SDL_BindAudioStream|SDL_BindAudioStreams|SDL_BlitSurface|SDL_BlitSurface9Grid|SDL_BlitSurfaceScaled|SDL_BlitSurfaceTiled|SDL_BlitSurfaceTiledWithScale|SDL_BlitSurfaceUnchecked|SDL_BlitSurfaceUncheckedScaled|SDL_CaptureMouse|SDL_ClearAudioStream|SDL_ClearClipboardData|SDL_ClearComposition|SDL_ClearError|SDL_ClearProperty|SDL_ClearSurface|SDL_CloseIO|SDL_CloseStorage|SDL_ConvertAudioSamples|SDL_ConvertEventToRenderCoordinates|SDL_ConvertPixels|SDL_ConvertPixelsAndColorspace|SDL_CopyFile|SDL_CopyProperties|SDL_CopyStorageFile|SDL_CreateDirectory|SDL_CreateStorageDirectory|SDL_CreateWindowAndRenderer|SDL_DateTimeToTime|SDL_DestroyWindowSurface|SDL_DetachVirtualJoystick|SDL_DisableScreenSaver|SDL_EnableScreenSaver|SDL_EnumerateDirectory|SDL_EnumerateProperties|SDL_EnumerateStorageDirectory|SDL_FillSurfaceRect|SDL_FillSurfaceRects|SDL_FlashWindow|SDL_FlipSurface|SDL_FlushAudioStream|SDL_FlushRenderer|SDL_GL_DestroyContext|SDL_GL_GetAttribute|SDL_GL_GetSwapInterval|SDL_GL_LoadLibrary|SDL_GL_MakeCurrent|SDL_GL_SetAttribute|SDL_GL_SetSwapInterval|SDL_GL_SwapWindow|SDL_GetAudioDeviceFormat|SDL_GetAudioStreamFormat|SDL_GetCameraFormat|SDL_GetClosestFullscreenDisplayMode|SDL_GetCurrentRenderOutputSize|SDL_GetCurrentTime|SDL_GetDXGIOutputInfo|SDL_GetDateTimeLocalePreferences|SDL_GetDisplayBounds|SDL_GetDisplayUsableBounds|SDL_GetGDKDefaultUser|SDL_GetGDKTaskQueue|SDL_GetGamepadSensorData|SDL_GetGamepadTouchpadFinger|SDL_GetHapticEffectStatus|SDL_GetJoystickBall|SDL_GetMasksForPixelFormat|SDL_GetPathInfo|SDL_GetRectUnion|SDL_GetRectUnionFloat|SDL_GetRenderClipRect|SDL_GetRenderColorScale|SDL_GetRenderDrawBlendMode|SDL_GetRenderDrawColor|SDL_GetRenderDrawColorFloat|SDL_GetRenderLogicalPresentation|SDL_GetRenderLogicalPresentationRect|SDL_GetRenderOutputSize|SDL_GetRenderSafeArea|SDL_GetRenderScale|SDL_GetRenderVSync|SDL_GetRenderViewport|SDL_GetSensorData|SDL_GetStorageFileSize|SDL_GetStoragePathInfo|SDL_GetSurfaceAlphaMod|SDL_GetSurfaceBlendMode|SDL_GetSurfaceClipRect|SDL_GetSurfaceColorKey|SDL_GetSurfaceColorMod|SDL_GetTextInputArea|SDL_GetTextureAlphaMod|SDL_GetTextureAlphaModFloat|SDL_GetTextureBlendMode|SDL_GetTextureColorMod|SDL_GetTextureColorModFloat|SDL_GetTextureScaleMode|SDL_GetTextureSize|SDL_GetWindowAspectRatio|SDL_GetWindowBordersSize|SDL_GetWindowMaximumSize|SDL_GetWindowMinimumSize|SDL_GetWindowPosition|SDL_GetWindowRelativeMouseMode|SDL_GetWindowSafeArea|SDL_GetWindowSize|SDL_GetWindowSizeInPixels|SDL_GetWindowSurfaceVSync|SDL_HideCursor|SDL_HideWindow|SDL_Init|SDL_InitHapticRumble|SDL_InitSubSystem|SDL_LoadWAV|SDL_LoadWAV_IO|SDL_LockAudioStream|SDL_LockProperties|SDL_LockSurface|SDL_LockTexture|SDL_LockTextureToSurface|SDL_MaximizeWindow|SDL_MinimizeWindow|SDL_MixAudio|SDL_OpenURL|SDL_OutOfMemory|SDL_PauseAudioDevice|SDL_PauseAudioStreamDevice|SDL_PauseHaptic|SDL_PlayHapticRumble|SDL_PremultiplyAlpha|SDL_PremultiplySurfaceAlpha|SDL_PushEvent|SDL_PutAudioStreamData|SDL_RaiseWindow|SDL_ReadStorageFile|SDL_ReadSurfacePixel|SDL_ReadSurfacePixelFloat|SDL_RegisterApp|SDL_ReloadGamepadMappings|SDL_RemovePath|SDL_RemoveStoragePath|SDL_RemoveTimer|SDL_RenamePath|SDL_RenameStoragePath|SDL_RenderClear|SDL_RenderCoordinatesFromWindow|SDL_RenderCoordinatesToWindow|SDL_RenderFillRect|SDL_RenderFillRects|SDL_RenderGeometry|SDL_RenderGeometryRaw|SDL_RenderLine|SDL_RenderLines|SDL_RenderPoint|SDL_RenderPoints|SDL_RenderPresent|SDL_RenderRect|SDL_RenderRects|SDL_RenderTexture|SDL_RenderTexture9Grid|SDL_RenderTextureRotated|SDL_RenderTextureTiled|SDL_RequestAndroidPermission|SDL_RestoreWindow|SDL_ResumeAudioDevice|SDL_ResumeAudioStreamDevice|SDL_ResumeHaptic|SDL_RumbleGamepad|SDL_RumbleGamepadTriggers|SDL_RumbleJoystick|SDL_RumbleJoystickTriggers|SDL_RunHapticEffect|SDL_SaveBMP|SDL_SaveBMP_IO|SDL_SendAndroidMessage|SDL_SendGamepadEffect|SDL_SendJoystickEffect|SDL_SendJoystickVirtualSensorData|SDL_SetAppMetadata|SDL_SetAppMetadataProperty|SDL_SetAudioDeviceGain|SDL_SetAudioPostmixCallback|SDL_SetAudioStreamFormat|SDL_SetAudioStreamFrequencyRatio|SDL_SetAudioStreamGain|SDL_SetAudioStreamGetCallback|SDL_SetAudioStreamInputChannelMap|SDL_SetAudioStreamOutputChannelMap|SDL_SetAudioStreamPutCallback|SDL_SetBooleanProperty|SDL_SetClipboardData|SDL_SetClipboardText|SDL_SetCursor|SDL_SetFloatProperty|SDL_SetGamepadLED|SDL_SetGamepadMapping|SDL_SetGamepadPlayerIndex|SDL_SetGamepadSensorEnabled|SDL_SetHapticAutocenter|SDL_SetHapticGain|SDL_SetJoystickLED|SDL_SetJoystickPlayerIndex|SDL_SetJoystickVirtualAxis|SDL_SetJoystickVirtualBall|SDL_SetJoystickVirtualButton|SDL_SetJoystickVirtualHat|SDL_SetJoystickVirtualTouchpad|SDL_SetLinuxThreadPriority|SDL_SetLinuxThreadPriorityAndPolicy|SDL_SetLogPriorityPrefix|SDL_SetMemoryFunctions|SDL_SetNumberProperty|SDL_SetPaletteColors|SDL_SetPointerProperty|SDL_SetPointerPropertyWithCleanup|SDL_SetPrimarySelectionText|SDL_SetRenderClipRect|SDL_SetRenderColorScale|SDL_SetRenderDrawBlendMode|SDL_SetRenderDrawColor|SDL_SetRenderDrawColorFloat|SDL_SetRenderLogicalPresentation|SDL_SetRenderScale|SDL_SetRenderTarget|SDL_SetRenderVSync|SDL_SetRenderViewport|SDL_SetScancodeName|SDL_SetStringProperty|SDL_SetSurfaceAlphaMod|SDL_SetSurfaceBlendMode|SDL_SetSurfaceColorKey|SDL_SetSurfaceColorMod|SDL_SetSurfaceColorspace|SDL_SetSurfacePalette|SDL_SetSurfaceRLE|SDL_SetTLS|SDL_SetTextInputArea|SDL_SetTextureAlphaMod|SDL_SetTextureAlphaModFloat|SDL_SetTextureBlendMode|SDL_SetTextureColorMod|SDL_SetTextureColorModFloat|SDL_SetTextureScaleMode|SDL_SetThreadPriority|SDL_SetWindowAlwaysOnTop|SDL_SetWindowAspectRatio|SDL_SetWindowBordered|SDL_SetWindowFocusable|SDL_SetWindowFullscreen|SDL_SetWindowFullscreenMode|SDL_SetWindowHitTest|SDL_SetWindowIcon|SDL_SetWindowKeyboardGrab|SDL_SetWindowMaximumSize|SDL_SetWindowMinimumSize|SDL_SetWindowModalFor|SDL_SetWindowMouseGrab|SDL_SetWindowMouseRect|SDL_SetWindowOpacity|SDL_SetWindowPosition|SDL_SetWindowRelativeMouseMode|SDL_SetWindowResizable|SDL_SetWindowShape|SDL_SetWindowSize|SDL_SetWindowSurfaceVSync|SDL_SetWindowTitle|SDL_SetiOSAnimationCallback|SDL_ShowAndroidToast|SDL_ShowCursor|SDL_ShowMessageBox|SDL_ShowSimpleMessageBox|SDL_ShowWindow|SDL_ShowWindowSystemMenu|SDL_StartTextInput|SDL_StartTextInputWithProperties|SDL_StopHapticEffect|SDL_StopHapticEffects|SDL_StopHapticRumble|SDL_StopTextInput|SDL_SyncWindow|SDL_TimeToDateTime|SDL_TryLockMutex|SDL_TryLockRWLockForReading|SDL_TryLockRWLockForWriting|SDL_TryWaitSemaphore|SDL_UnlockAudioStream|SDL_UpdateHapticEffect|SDL_UpdateNVTexture|SDL_UpdateTexture|SDL_UpdateWindowSurface|SDL_UpdateWindowSurfaceRects|SDL_UpdateYUVTexture|SDL_Vulkan_CreateSurface|SDL_Vulkan_LoadLibrary|SDL_WaitConditionTimeout|SDL_WaitSemaphoreTimeout|SDL_WarpMouseGlobal|SDL_WriteStorageFile|SDL_WriteSurfacePixel|SDL_WriteSurfacePixelFloat)$"; @@ ( func( ... ) - == 0 | - func( + !func( ... ) - < 0 | - func( + !func( ... ) - != 0 | - func( + !func( ... ) - == -1 )
171 lines
6.4 KiB
C
171 lines
6.4 KiB
C
/**
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* Automated SDL subsystems management test.
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*
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* Written by J<>rgen Tjern<72> "jorgenpt"
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*
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* Released under Public Domain.
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*/
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_test.h>
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#include "testautomation_suites.h"
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#include "SDL_build_config.h"
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/**
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* Tests SDL_InitSubSystem() and SDL_QuitSubSystem()
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* \sa SDL_Init
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* \sa SDL_Quit
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*/
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static int main_testInitQuitSubSystem(void *arg)
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{
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int i;
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int subsystems[] = { SDL_INIT_JOYSTICK, SDL_INIT_HAPTIC, SDL_INIT_GAMEPAD };
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for (i = 0; i < SDL_arraysize(subsystems); ++i) {
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int initialized_system;
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int subsystem = subsystems[i];
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SDLTest_AssertCheck((SDL_WasInit(subsystem) & subsystem) == 0, "SDL_WasInit(%x) before init should be false", subsystem);
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SDLTest_AssertCheck(SDL_InitSubSystem(subsystem), "SDL_InitSubSystem(%x)", subsystem);
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initialized_system = SDL_WasInit(subsystem);
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SDLTest_AssertCheck((initialized_system & subsystem) != 0, "SDL_WasInit(%x) should be true (%x)", subsystem, initialized_system);
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SDL_QuitSubSystem(subsystem);
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SDLTest_AssertCheck((SDL_WasInit(subsystem) & subsystem) == 0, "SDL_WasInit(%x) after shutdown should be false", subsystem);
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}
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return TEST_COMPLETED;
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}
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static const int joy_and_controller = SDL_INIT_JOYSTICK | SDL_INIT_GAMEPAD;
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static int main_testImpliedJoystickInit(void *arg)
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{
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int initialized_system;
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/* First initialize the controller */
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SDLTest_AssertCheck((SDL_WasInit(joy_and_controller) & joy_and_controller) == 0, "SDL_WasInit() before init should be false for joystick & controller");
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SDLTest_AssertCheck(SDL_InitSubSystem(SDL_INIT_GAMEPAD), "SDL_InitSubSystem(SDL_INIT_GAMEPAD)");
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/* Then make sure this implicitly initialized the joystick subsystem */
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initialized_system = SDL_WasInit(joy_and_controller);
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SDLTest_AssertCheck((initialized_system & joy_and_controller) == joy_and_controller, "SDL_WasInit() should be true for joystick & controller (%x)", initialized_system);
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/* Then quit the controller, and make sure that implicitly also quits the */
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/* joystick subsystem */
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SDL_QuitSubSystem(SDL_INIT_GAMEPAD);
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initialized_system = SDL_WasInit(joy_and_controller);
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SDLTest_AssertCheck((initialized_system & joy_and_controller) == 0, "SDL_WasInit() should be false for joystick & controller (%x)", initialized_system);
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return TEST_COMPLETED;
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}
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static int main_testImpliedJoystickQuit(void *arg)
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{
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int initialized_system;
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/* First initialize the controller and the joystick (explicitly) */
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SDLTest_AssertCheck((SDL_WasInit(joy_and_controller) & joy_and_controller) == 0, "SDL_WasInit() before init should be false for joystick & controller");
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SDLTest_AssertCheck(SDL_InitSubSystem(SDL_INIT_JOYSTICK), "SDL_InitSubSystem(SDL_INIT_JOYSTICK)");
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SDLTest_AssertCheck(SDL_InitSubSystem(SDL_INIT_GAMEPAD), "SDL_InitSubSystem(SDL_INIT_GAMEPAD)");
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/* Then make sure they're both initialized properly */
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initialized_system = SDL_WasInit(joy_and_controller);
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SDLTest_AssertCheck((initialized_system & joy_and_controller) == joy_and_controller, "SDL_WasInit() should be true for joystick & controller (%x)", initialized_system);
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/* Then quit the controller, and make sure that it does NOT quit the */
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/* explicitly initialized joystick subsystem. */
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SDL_QuitSubSystem(SDL_INIT_GAMEPAD);
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initialized_system = SDL_WasInit(joy_and_controller);
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SDLTest_AssertCheck((initialized_system & joy_and_controller) == SDL_INIT_JOYSTICK, "SDL_WasInit() should be false for joystick & controller (%x)", initialized_system);
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SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
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return TEST_COMPLETED;
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}
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#if defined(__GNUC__) || defined(__clang__)
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Wformat-zero-length"
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#endif
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static int
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main_testSetError(void *arg)
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{
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size_t i;
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char error_input[1024];
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int result;
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const char *error;
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size_t expected_len;
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SDLTest_AssertPass("SDL_SetError(NULL)");
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result = SDL_SetError(NULL);
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SDLTest_AssertCheck(result == SDL_FALSE, "SDL_SetError(NULL) -> %d (expected %d)", result, SDL_FALSE);
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error = SDL_GetError();
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SDLTest_AssertCheck(SDL_strcmp(error, "") == 0, "SDL_GetError() -> \"%s\" (expected \"%s\")", error, "");
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SDLTest_AssertPass("SDL_SetError(\"\")");
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result = SDL_SetError("");
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SDLTest_AssertCheck(result == SDL_FALSE, "SDL_SetError(\"\") -> %d (expected %d)", result, SDL_FALSE);
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error = SDL_GetError();
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SDLTest_AssertCheck(SDL_strcmp(error, "") == 0, "SDL_GetError() -> \"%s\" (expected \"%s\")", error, "");
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error_input[0] = '\0';
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for (i = 0; i < (sizeof(error_input) - 1); ++i) {
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error_input[i] = 'a' + (i % 26);
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}
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error_input[i] = '\0';
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SDLTest_AssertPass("SDL_SetError(\"abc...\")");
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result = SDL_SetError("%s", error_input);
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SDLTest_AssertCheck(result == SDL_FALSE, "SDL_SetError(\"abc...\") -> %d (expected %d)", result, SDL_FALSE);
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error = SDL_GetError();
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#ifdef SDL_THREADS_DISABLED
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expected_len = 128 - 1;
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#else
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expected_len = sizeof(error_input) - 1;
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#endif
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SDLTest_AssertPass("Verify SDL error is identical to the input error");
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SDLTest_CompareMemory(error, SDL_strlen(error), error_input, expected_len);
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return TEST_COMPLETED;
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}
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#if defined(__GNUC__) || defined(__clang__)
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#pragma GCC diagnostic pop
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#endif
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static const SDLTest_TestCaseReference mainTest1 = {
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(SDLTest_TestCaseFp)main_testInitQuitSubSystem, "main_testInitQuitSubSystem", "Tests SDL_InitSubSystem/QuitSubSystem", TEST_ENABLED
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};
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static const SDLTest_TestCaseReference mainTest2 = {
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(SDLTest_TestCaseFp)main_testImpliedJoystickInit, "main_testImpliedJoystickInit", "Tests that init for gamecontroller properly implies joystick", TEST_ENABLED
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};
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static const SDLTest_TestCaseReference mainTest3 = {
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(SDLTest_TestCaseFp)main_testImpliedJoystickQuit, "main_testImpliedJoystickQuit", "Tests that quit for gamecontroller doesn't quit joystick if you inited it explicitly", TEST_ENABLED
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};
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static const SDLTest_TestCaseReference mainTest4 = {
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(SDLTest_TestCaseFp)main_testSetError, "main_testSetError", "Tests that SDL_SetError() handles arbitrarily large strings", TEST_ENABLED
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};
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/* Sequence of Main test cases */
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static const SDLTest_TestCaseReference *mainTests[] = {
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&mainTest1,
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&mainTest2,
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&mainTest3,
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&mainTest4,
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NULL
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};
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/* Main test suite (global) */
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SDLTest_TestSuiteReference mainTestSuite = {
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"Main",
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NULL,
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mainTests,
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NULL
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};
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