fix: Windows build and formatting issues
Fixes two CI failures: 1. Windows Abseil header lookup - removed manual include_directories in util.cmake that were only added when gRPC was enabled. CMake target properties now handle Abseil includes automatically. 2. Code formatting violations in test/yaze_test.cc - applied clang-format 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
@@ -35,18 +35,16 @@ target_include_directories(yaze_util PUBLIC
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${PROJECT_BINARY_DIR}
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)
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if(YAZE_ENABLE_GRPC)
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target_include_directories(yaze_util PRIVATE
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${CMAKE_BINARY_DIR}/_deps/grpc-src/third_party/abseil-cpp
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)
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endif()
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# Note: Abseil include paths are provided automatically through target_link_libraries
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# No manual include_directories needed - linking to absl::* targets provides the paths
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target_link_libraries(yaze_util PUBLIC
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yaze_common
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)
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# Add Abseil dependencies if gRPC is enabled
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# We link to grpc++ which transitively provides Abseil and ensures correct build order
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# Add Abseil dependencies
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# When gRPC is enabled, we link to grpc++ which transitively provides Abseil
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# When gRPC is disabled, we use the standalone Abseil from absl.cmake
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if(YAZE_ENABLE_GRPC)
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target_link_libraries(yaze_util PUBLIC
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grpc++
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@@ -55,6 +53,14 @@ if(YAZE_ENABLE_GRPC)
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absl::strings
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absl::str_format
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)
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else()
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# Link standalone Abseil targets (configured in cmake/absl.cmake)
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target_link_libraries(yaze_util PUBLIC
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absl::status
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absl::statusor
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absl::strings
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absl::str_format
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)
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endif()
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set_target_properties(yaze_util PROPERTIES
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@@ -5,27 +5,27 @@
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#define IMGUI_DEFINE_MATH_OPERATORS
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#endif
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#include <gtest/gtest.h>
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#include <SDL.h>
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#include <gtest/gtest.h>
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#include <cstdlib>
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#include <iostream>
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#include <string>
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#include <vector>
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#include <cstdlib>
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#include "absl/debugging/failure_signal_handler.h"
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#include "absl/debugging/symbolize.h"
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#include "imgui/imgui.h"
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#include "app/controller.h"
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#include "app/gfx/backend/sdl2_renderer.h"
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#include "app/platform/window.h"
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#include "e2e/canvas_selection_test.h"
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#include "e2e/dungeon_editor_smoke_test.h"
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#include "e2e/framework_smoke_test.h"
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#include "imgui/backends/imgui_impl_sdl2.h"
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#include "imgui/backends/imgui_impl_sdlrenderer2.h"
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#include "imgui/imgui.h"
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#include "imgui_test_engine/imgui_te_context.h"
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#include "imgui_test_engine/imgui_te_engine.h"
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#include "imgui_test_engine/imgui_te_ui.h"
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#include "app/platform/window.h"
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#include "app/controller.h"
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#include "app/gfx/backend/sdl2_renderer.h"
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#include "e2e/canvas_selection_test.h"
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#include "e2e/framework_smoke_test.h"
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#include "e2e/dungeon_editor_smoke_test.h"
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// #include "test_editor.h" // Not used in main
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@@ -34,17 +34,17 @@ namespace test {
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// Test execution modes for AI agents and developers
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enum class TestMode {
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kAll, // Run all tests (default)
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kUnit, // Run only unit tests
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kIntegration, // Run only integration tests
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kE2E, // Run only end-to-end tests
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kRomDependent, // Run ROM-dependent tests only
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kZSCustomOverworld, // Run ZSCustomOverworld specific tests
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kCore, // Run core functionality tests
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kGraphics, // Run graphics-related tests
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kEditor, // Run editor tests
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kDeprecated, // Run deprecated tests (for cleanup)
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kSpecific // Run specific test pattern
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kAll, // Run all tests (default)
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kUnit, // Run only unit tests
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kIntegration, // Run only integration tests
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kE2E, // Run only end-to-end tests
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kRomDependent, // Run ROM-dependent tests only
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kZSCustomOverworld, // Run ZSCustomOverworld specific tests
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kCore, // Run core functionality tests
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kGraphics, // Run graphics-related tests
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kEditor, // Run editor tests
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kDeprecated, // Run deprecated tests (for cleanup)
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kSpecific // Run specific test pattern
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};
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struct TestConfig {
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@@ -219,7 +219,8 @@ void ConfigureTestFilters(const TestConfig& config) {
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if (!filters.empty()) {
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std::string filter_string;
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for (size_t i = 0; i < filters.size(); i++) {
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if (i > 0) filter_string += ":";
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if (i > 0)
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filter_string += ":";
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filter_string += filters[i];
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}
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@@ -269,17 +270,21 @@ int main(int argc, char* argv[]) {
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yaze::core::Window window;
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// Create renderer for test
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auto test_renderer = std::make_unique<yaze::gfx::SDL2Renderer>();
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yaze::core::CreateWindow(window, test_renderer.get(), SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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yaze::core::CreateWindow(window, test_renderer.get(),
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SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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// Renderer is now owned by test
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
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io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
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ImGuiIO& io = ImGui::GetIO();
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(void)io;
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io.ConfigFlags |=
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ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
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io.ConfigFlags |=
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ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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@@ -287,12 +292,13 @@ int main(int argc, char* argv[]) {
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// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
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ImGuiStyle& style = ImGui::GetStyle();
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) {
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style.WindowRounding = 0.0f;
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style.Colors[ImGuiCol_WindowBg].w = 1.0f;
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style.WindowRounding = 0.0f;
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style.Colors[ImGuiCol_WindowBg].w = 1.0f;
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}
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// Setup Platform/Renderer backends
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SDL_Renderer* sdl_renderer = static_cast<SDL_Renderer*>(test_renderer->GetBackendRenderer());
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SDL_Renderer* sdl_renderer =
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static_cast<SDL_Renderer*>(test_renderer->GetBackendRenderer());
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ImGui_ImplSDL2_InitForSDLRenderer(window.window_.get(), sdl_renderer);
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ImGui_ImplSDLRenderer2_Init(sdl_renderer);
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@@ -307,20 +313,25 @@ int main(int argc, char* argv[]) {
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// Log test speed mode
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const char* speed_name = "Fast";
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if (config.test_speed == ImGuiTestRunSpeed_Normal) speed_name = "Normal";
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else if (config.test_speed == ImGuiTestRunSpeed_Cinematic) speed_name = "Cinematic";
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if (config.test_speed == ImGuiTestRunSpeed_Normal)
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speed_name = "Normal";
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else if (config.test_speed == ImGuiTestRunSpeed_Cinematic)
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speed_name = "Cinematic";
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std::cout << "Running tests in " << speed_name << " mode" << std::endl;
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// Register E2E tests only for GUI test targets (they have the source files)
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#ifdef YAZE_GUI_TEST_TARGET
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ImGuiTest* smoke_test = IM_REGISTER_TEST(engine, "E2ETest", "FrameworkSmokeTest");
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ImGuiTest* smoke_test =
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IM_REGISTER_TEST(engine, "E2ETest", "FrameworkSmokeTest");
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smoke_test->TestFunc = E2ETest_FrameworkSmokeTest;
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ImGuiTest* canvas_test = IM_REGISTER_TEST(engine, "E2ETest", "CanvasSelectionTest");
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ImGuiTest* canvas_test =
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IM_REGISTER_TEST(engine, "E2ETest", "CanvasSelectionTest");
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canvas_test->TestFunc = E2ETest_CanvasSelectionTest;
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canvas_test->UserData = &controller;
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ImGuiTest* dungeon_test = IM_REGISTER_TEST(engine, "E2ETest", "DungeonEditorSmokeTest");
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ImGuiTest* dungeon_test =
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IM_REGISTER_TEST(engine, "E2ETest", "DungeonEditorSmokeTest");
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dungeon_test->TestFunc = E2ETest_DungeonEditorV2SmokeTest;
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dungeon_test->UserData = &controller;
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#endif
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@@ -328,45 +339,47 @@ int main(int argc, char* argv[]) {
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// Main loop
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bool done = false;
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while (!done) {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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ImGui_ImplSDL2_ProcessEvent(&event);
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if (event.type == SDL_QUIT) {
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done = true;
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}
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if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window.window_.get())) {
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done = true;
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}
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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ImGui_ImplSDL2_ProcessEvent(&event);
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if (event.type == SDL_QUIT) {
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done = true;
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}
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// Start the Dear ImGui frame
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ImGui_ImplSDLRenderer2_NewFrame();
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ImGui_ImplSDL2_NewFrame();
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ImGui::NewFrame();
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// Render the UI
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if (config.show_gui) {
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ImGuiTestEngine_ShowTestEngineWindows(engine, &config.show_gui);
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if (event.type == SDL_WINDOWEVENT &&
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event.window.event == SDL_WINDOWEVENT_CLOSE &&
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event.window.windowID == SDL_GetWindowID(window.window_.get())) {
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done = true;
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}
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controller.DoRender();
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}
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// End the Dear ImGui frame
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ImGui::Render();
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test_renderer->Clear();
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ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData(), sdl_renderer);
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test_renderer->Present();
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// Start the Dear ImGui frame
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ImGui_ImplSDLRenderer2_NewFrame();
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ImGui_ImplSDL2_NewFrame();
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ImGui::NewFrame();
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// Update and Render additional Platform Windows
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) {
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SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
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SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
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}
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// Render the UI
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if (config.show_gui) {
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ImGuiTestEngine_ShowTestEngineWindows(engine, &config.show_gui);
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}
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controller.DoRender();
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// Run test engine
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ImGuiTestEngine_PostSwap(engine);
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// End the Dear ImGui frame
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ImGui::Render();
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test_renderer->Clear();
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ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData(), sdl_renderer);
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test_renderer->Present();
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// Update and Render additional Platform Windows
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) {
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SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
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SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
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}
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// Run test engine
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ImGuiTestEngine_PostSwap(engine);
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}
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// Get test result
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