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* Reduce and prevent unnecessary random-access to `List`A Thousand Ships2024-05-041-3/+3
| | | | | | | | | Random-access access to `List` when iterating is `O(n^2)` (`O(n)` when accessing a single element) * Removed subscript operator, in favor of a more explicit `get` * Added conversion from `Iterator` to `ConstIterator` * Remade existing operations into other solutions when applicable
* GDScript: Enable compression on exportGeorge Marques2024-02-081-1/+1
| | | | | | | | Besides the regular option to export GDScript as binary tokens, this also includes a compression option on top of it. The binary format needs to encode some information which generally makes it bigger than the source text. This option reduces that difference by using Zstandard compression on the buffer.
* GDScript: Reintroduce binary tokenization on exportGeorge Marques2024-02-081-3/+58
| | | | | | | | | | | | | | | | This adds back a function available in 3.x: exporting the GDScript files in a binary form by converting the tokens recognized by the tokenizer into a data format. It is enabled by default on export but can be manually disabled. The format helps with loading times since, the tokens are easily reconstructed, and with hiding the source code, since recovering it would require a specialized tool. Code comments are not stored in this format. The `--test` command can also include a `--use-binary-tokens` flag which will run the GDScript tests with the binary format instead of the regular source code by converting them in-memory before the test runs.
* Merge pull request #79425 from vnen/gdscript-load-classes-for-debug-testsRémi Verschelde2023-10-031-0/+10
|\ | | | | | | GDScript: Load global classes when running debug tests
| * GDScript: Load global classes when running debug testsGeorge Marques2023-07-131-0/+10
| | | | | | | | | | So when running compiler debug tests it works with dependencies within a project.
* | GDScript: Fix `get_*_list()` methods return incorrect infoDanil Alexeev2023-09-041-4/+5
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* Style: Harmonize header includes in modulesRémi Verschelde2023-06-151-5/+5
| | | | | | | | | | | | | | | | | | | | This applies our existing style guide, and adds a new rule to that style guide for modular components such as platform ports and modules: Includes from the platform port or module ("local" includes) should be listed first in their own block using relative paths, before Godot's "core" includes which use "absolute" (project folder relative) paths, and finally thirdparty includes. Includes in `#ifdef`s come after their relevant section, i.e. the overall structure is: - Local includes * Conditional local includes - Core includes * Conditional core includes - Thirdparty includes * Conditional thirdparty includes
* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Extend test_compiler to also disassemble inner classesstrank2022-06-121-17/+29
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* Make FileAccess and DirAccess classes reference counted.bruvzg2022-04-111-2/+2
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Use range iterators for `Map`Lightning_A2021-09-301-2/+2
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* Reorganise text editor settingsPaulb232021-08-161-1/+1
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* Use C++ iterators for Lists in many situationsAaron Franke2021-07-231-8/+4
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* Rename `instance()`->`instantiate()` when it's a verbLightning_A2021-06-191-1/+1
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* Core: Move DirAccess and FileAccess to `core/io`Rémi Verschelde2021-06-111-1/+1
| | | | | File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
* Rename File::get_len() get_length()Marcel Admiraal2021-05-251-2/+2
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* Make all file access 64-bit (uint64_t)Pedro J. Estébanez2021-05-171-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | This changes the types of a big number of variables. General rules: - Using `uint64_t` in general. We also considered `int64_t` but eventually settled on keeping it unsigned, which is also closer to what one would expect with `size_t`/`off_t`. - We only keep `int64_t` for `seek_end` (takes a negative offset from the end) and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means we only need to guard against passing negative values in `core_bind.cpp`. - Using `uint32_t` integers for concepts not needing such a huge range, like pages, blocks, etc. In addition: - Improve usage of integer types in some related places; namely, `DirAccess`, core binds. Note: - On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for big files on 32-bit Windows builds made with that toolchain. We might add a workaround. Fixes #44363. Fixes godotengine/godot-proposals#400. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* GDScript: Add lambdas to the type analyzerGeorge Marques2021-04-281-0/+12
| | | | | - Lambdas are always callables (no specific signature match). - Captures from the current context are evaluated.
* GDScript: Add lambda syntax parsingGeorge Marques2021-04-281-1/+1
| | | | | | | | | | | Lambda syntax is the same as a the function syntax (using the same `func` keyword) except that the name is optional and it can be embedded anywhere an expression is expected. E.g.: func _ready(): var my_lambda = func(x): print(x) my_lambda.call("hello")
* Add runner for GDScript testingGeorge Marques2021-04-081-72/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | This is meant for testing the GDScript implementation, not for testing user scripts nor testing the engine using scripts. Tests consists in a GDScript file and a .out file with the expected output. The .out file format is: expected status (based on the enum GDScriptTest::TestStatus) on the first line, followed by either an error message or the resulting output. Warnings are added after the first line, before the output (or compiler errors) if the parser pass without any error. The test script must have a function called `test()` which takes no argument. Such function will be called by the test runner. The test should not have any dependency unless it's part of the test too. Global classes (using `class_name`) are registered before the runner starts, so those should work if needed. Use the command `godot --gdscript-generate-tests godot-source/modules/gdscript/tests/scripts` to update the .out files with the current output (make sure the output are the expected values before committing). The tests themselves are part of the doctest suite so those can be executed with `godot --test`. Co-authored-by: Andrii Doroshenko (Xrayez) <xrayez@gmail.com>
* Add unit tests for export templatesGordon MacPherson2021-03-221-3/+4
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* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* Rename empty() to is_empty()Marcel Admiraal2020-12-281-1/+1
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* Remove empty lines around braces with the formatting scriptAaron Franke2020-11-161-1/+0
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* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-2/+2
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* GDScript: Add initialization for the language before debug testsGeorge Marques2020-10-201-0/+76
| | | | | This ensures that the tests will use a full environment with correct settings so global classes and autoloads can be properly found.
* Register GDScript test tools as test commands to run via command-lineAndrii Doroshenko (Xrayez)2020-09-021-23/+4
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* Move GDScript tests to respective folder under modulesAndrii Doroshenko (Xrayez)2020-09-021-0/+250