wesnoth/boost_test_schedule

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test_fire_event
test_gui2_iterator
test_gui2/modal_dialog_test_achievements_dialog
test_gui2/modal_dialog_test_addon_auth
test_gui2/modal_dialog_test_addon_connect
test_gui2/modal_dialog_test_addon_license_prompt
test_gui2/modal_dialog_test_campaign_difficulty
test_gui2/modal_dialog_test_chat_log
Start giving the editor add-on level functionality. (#7719) The key word of course being "start". This PR changes the editor by default to work at the add-on level instead of in its own separate scenarios and maps directories. The goal is to make the editor more useful generally, but also specifically to make it much easier for players to distribute content they create using the editor: * When they click the Editor button on the main menu, they will first be prompted to choose an add-on (or mainline), or to create a new add-on. * When saved, if the scenario cfg is in the format previously generated by the editor, it will be converted to the new format and to use the [multiplayer] tag, the map_file attribute, and have the map data saved to a separate .map file. * Relatedly, the editor now knows how to handle scenarios with the map_file attribute at all (which yes, does mean that currently wesnoth's editor doesn't know how to load its own mainline scenarios from their cfg). * When opening the file chooser dialog, it now defaults to their selected add-on's directory. If they choose to create a new add-on, then the editor creates for them: * a basic but functional _main.cfg. * an empty achievements.cfg (at this point mostly just so they might see it at some point and realize achievements exist, but ideally an achievements editor dialog could be created eventually). * an empty _server.pbl file. * a proper add-on directory structure containing the standard set of folders (maps/, scenarios/, units/, utils/, images/, etc). Additionally, as an initial proof of concept for actually using this new add-on level functionality, a new Add-ons dropdown has been added to the editor's top bar, with a pbl editor option. This allows populating the blank _server.pbl file as well as editing an existing _server.pbl. There is also an option to change the add-on's ID, which will update the add-on's folder name and _main.cfg. Misc other changes: * The ability to add a recruit list to a side has been added back as a text box on the edit side dialog. While admittedly this doesn't allow players to select units from within the editor itself, it does set the actual side's recruit list (rather than a specific unit's extra_recruits), will show the user what the current recruit list for the side is (which the previously removed implementation didn't show anywhere), and correctly sets the faction as Custom so that the recruit list is used. * When saving an old-style editor scenario, everything that can be triggered via [event] is either moved to a start event with a specific id attribute. Exceptions to this are [time], [side], and [side][village]. This is done so that the editor can know (for the most part) what things are actually its own to safely replace. As such, aside from the three previously mentioned tags plus the start event, any other WML added to a scenario by a UMC author is preserved rather than being overwritten - the editor no longer replaces the entire contents of the scenario file. * The editor no longer writes out cfg files missing the top level scenario tag. If it doesn't find one or this is the first save of a new scenario it defaults to [multiplayer], but otherwise it will properly handle finding [test] or [scenario] as well. * Requires that map files have the .map extension and scenario files have the .cfg extension. Also it assumes that .map files do actually only have map data in them and the .cfg files do actually have valid WML in them. I understand that this is not a limitation it had previously, but I don't think this is an unreasonable thing to require. * Addresses part of #7667 by just not using regex for figuring out the map_data attribute value. Additionally, it is not possible to change the currently selected add-on without going back to the main menu, clicking the editor button, and choosing a different add-on. This is intentional - I don't want to deal with having multiple add-ons open at the same time. If someone feels really strongly otherwise, then they can implement that themselves later.
2023-07-19 20:00:14 +00:00
test_gui2/modal_dialog_test_editor_choose_addon
test_gui2/modal_dialog_test_core_selection
test_gui2/modal_dialog_test_custom_tod
test_gui2/modal_dialog_test_depcheck_confirm_change
test_gui2/modal_dialog_test_depcheck_select_new
test_gui2/modal_dialog_test_edit_label
test_gui2/modal_dialog_test_edit_text
test_gui2/modal_dialog_test_editor_edit_label
Start giving the editor add-on level functionality. (#7719) The key word of course being "start". This PR changes the editor by default to work at the add-on level instead of in its own separate scenarios and maps directories. The goal is to make the editor more useful generally, but also specifically to make it much easier for players to distribute content they create using the editor: * When they click the Editor button on the main menu, they will first be prompted to choose an add-on (or mainline), or to create a new add-on. * When saved, if the scenario cfg is in the format previously generated by the editor, it will be converted to the new format and to use the [multiplayer] tag, the map_file attribute, and have the map data saved to a separate .map file. * Relatedly, the editor now knows how to handle scenarios with the map_file attribute at all (which yes, does mean that currently wesnoth's editor doesn't know how to load its own mainline scenarios from their cfg). * When opening the file chooser dialog, it now defaults to their selected add-on's directory. If they choose to create a new add-on, then the editor creates for them: * a basic but functional _main.cfg. * an empty achievements.cfg (at this point mostly just so they might see it at some point and realize achievements exist, but ideally an achievements editor dialog could be created eventually). * an empty _server.pbl file. * a proper add-on directory structure containing the standard set of folders (maps/, scenarios/, units/, utils/, images/, etc). Additionally, as an initial proof of concept for actually using this new add-on level functionality, a new Add-ons dropdown has been added to the editor's top bar, with a pbl editor option. This allows populating the blank _server.pbl file as well as editing an existing _server.pbl. There is also an option to change the add-on's ID, which will update the add-on's folder name and _main.cfg. Misc other changes: * The ability to add a recruit list to a side has been added back as a text box on the edit side dialog. While admittedly this doesn't allow players to select units from within the editor itself, it does set the actual side's recruit list (rather than a specific unit's extra_recruits), will show the user what the current recruit list for the side is (which the previously removed implementation didn't show anywhere), and correctly sets the faction as Custom so that the recruit list is used. * When saving an old-style editor scenario, everything that can be triggered via [event] is either moved to a start event with a specific id attribute. Exceptions to this are [time], [side], and [side][village]. This is done so that the editor can know (for the most part) what things are actually its own to safely replace. As such, aside from the three previously mentioned tags plus the start event, any other WML added to a scenario by a UMC author is preserved rather than being overwritten - the editor no longer replaces the entire contents of the scenario file. * The editor no longer writes out cfg files missing the top level scenario tag. If it doesn't find one or this is the first save of a new scenario it defaults to [multiplayer], but otherwise it will properly handle finding [test] or [scenario] as well. * Requires that map files have the .map extension and scenario files have the .cfg extension. Also it assumes that .map files do actually only have map data in them and the .cfg files do actually have valid WML in them. I understand that this is not a limitation it had previously, but I don't think this is an unreasonable thing to require. * Addresses part of #7667 by just not using regex for figuring out the map_data attribute value. Additionally, it is not possible to change the currently selected add-on without going back to the main menu, clicking the editor button, and choosing a different add-on. This is intentional - I don't want to deal with having multiple add-ons open at the same time. If someone feels really strongly otherwise, then they can implement that themselves later.
2023-07-19 20:00:14 +00:00
test_gui2/modal_dialog_test_editor_edit_pbl
test_gui2/modal_dialog_test_editor_edit_pbl_translation
test_gui2/modal_dialog_test_editor_edit_side
test_gui2/modal_dialog_test_editor_edit_scenario
2024-03-23 07:05:08 +00:00
test_gui2/modal_dialog_test_editor_edit_unit
test_gui2/modal_dialog_test_editor_generate_map
test_gui2/modal_dialog_test_editor_new_map
test_gui2/modal_dialog_test_editor_resize_map
test_gui2/modal_dialog_test_faction_select
test_gui2/modal_dialog_test_file_dialog
test_gui2/modal_dialog_test_folder_create
test_gui2/modal_dialog_test_formula_debugger
test_gui2/modal_dialog_test_game_cache_options
test_gui2/modal_dialog_test_game_delete
test_gui2/modal_dialog_test_game_version
test_gui2/modal_dialog_test_game_save
test_gui2/modal_dialog_test_game_save_message
test_gui2/modal_dialog_test_game_save_oos
test_gui2/modal_dialog_test_generator_settings
test_gui2/modal_dialog_test_gui_test_dialog
test_gui2/modal_dialog_test_hotkey_bind
test_gui2/modal_dialog_test_install_dependencies
test_gui2/modal_dialog_test_language_selection
test_gui2/modal_dialog_test_mp_lobby
test_gui2/modal_dialog_test_mp_match_history_dialog
test_gui2/modal_dialog_test_mp_report
test_gui2/modal_dialog_test_lobby_player_info
test_gui2/modal_dialog_test_log_settings
test_gui2/modal_dialog_test_message
test_gui2/modal_dialog_test_mp_alerts_options
test_gui2/modal_dialog_test_mp_connect
test_gui2/modal_dialog_test_migrate_version_selection_dialog
test_gui2/modal_dialog_test_mp_join_game_password_prompt
test_gui2/modal_dialog_test_mp_login
test_gui2/modal_dialog_test_mp_method_selection
Start giving the editor add-on level functionality. (#7719) The key word of course being "start". This PR changes the editor by default to work at the add-on level instead of in its own separate scenarios and maps directories. The goal is to make the editor more useful generally, but also specifically to make it much easier for players to distribute content they create using the editor: * When they click the Editor button on the main menu, they will first be prompted to choose an add-on (or mainline), or to create a new add-on. * When saved, if the scenario cfg is in the format previously generated by the editor, it will be converted to the new format and to use the [multiplayer] tag, the map_file attribute, and have the map data saved to a separate .map file. * Relatedly, the editor now knows how to handle scenarios with the map_file attribute at all (which yes, does mean that currently wesnoth's editor doesn't know how to load its own mainline scenarios from their cfg). * When opening the file chooser dialog, it now defaults to their selected add-on's directory. If they choose to create a new add-on, then the editor creates for them: * a basic but functional _main.cfg. * an empty achievements.cfg (at this point mostly just so they might see it at some point and realize achievements exist, but ideally an achievements editor dialog could be created eventually). * an empty _server.pbl file. * a proper add-on directory structure containing the standard set of folders (maps/, scenarios/, units/, utils/, images/, etc). Additionally, as an initial proof of concept for actually using this new add-on level functionality, a new Add-ons dropdown has been added to the editor's top bar, with a pbl editor option. This allows populating the blank _server.pbl file as well as editing an existing _server.pbl. There is also an option to change the add-on's ID, which will update the add-on's folder name and _main.cfg. Misc other changes: * The ability to add a recruit list to a side has been added back as a text box on the edit side dialog. While admittedly this doesn't allow players to select units from within the editor itself, it does set the actual side's recruit list (rather than a specific unit's extra_recruits), will show the user what the current recruit list for the side is (which the previously removed implementation didn't show anywhere), and correctly sets the faction as Custom so that the recruit list is used. * When saving an old-style editor scenario, everything that can be triggered via [event] is either moved to a start event with a specific id attribute. Exceptions to this are [time], [side], and [side][village]. This is done so that the editor can know (for the most part) what things are actually its own to safely replace. As such, aside from the three previously mentioned tags plus the start event, any other WML added to a scenario by a UMC author is preserved rather than being overwritten - the editor no longer replaces the entire contents of the scenario file. * The editor no longer writes out cfg files missing the top level scenario tag. If it doesn't find one or this is the first save of a new scenario it defaults to [multiplayer], but otherwise it will properly handle finding [test] or [scenario] as well. * Requires that map files have the .map extension and scenario files have the .cfg extension. Also it assumes that .map files do actually only have map data in them and the .cfg files do actually have valid WML in them. I understand that this is not a limitation it had previously, but I don't think this is an unreasonable thing to require. * Addresses part of #7667 by just not using regex for figuring out the map_data attribute value. Additionally, it is not possible to change the currently selected add-on without going back to the main menu, clicking the editor button, and choosing a different add-on. This is intentional - I don't want to deal with having multiple add-ons open at the same time. If someone feels really strongly otherwise, then they can implement that themselves later.
2023-07-19 20:00:14 +00:00
test_gui2/modal_dialog_test_prompt
test_gui2/modal_dialog_test_simple_item_selector
test_gui2/modal_dialog_test_screenshot_notification
test_gui2/modal_dialog_test_select_orb_colors
test_gui2/modal_dialog_test_statistics_dialog
test_gui2/modal_dialog_test_surrender_quit
test_gui2/modal_dialog_test_theme_list
test_gui2/modal_dialog_test_tod_new_schedule
test_gui2/modal_dialog_test_transient_message
test_gui2/modal_dialog_test_unit_create
test_gui2/modal_dialog_test_wml_error
test_gui2/modal_dialog_test_wml_message_left
test_gui2/modal_dialog_test_wml_message_right
test_gui2/modal_dialog_test_wml_message_double
test_gui2/modeless_dialog_test_debug_clock
test_gui2/tooltip_test_tooltip_large
test_gui2/tooltip_test_tooltip
test_gui2/test_last
test_gui2/test_make_test_fake
test_gui2_visitor
addons/validation
addons/encoding
cmdline_opts/test_empty_options
cmdline_opts/test_default_options
cmdline_opts/test_full_options
cmdline_opts/test_positional_options
cmdline_opts/test_log_domain_severity_override_order
test_config/test_config_attribute_value
test_config/test_variable_info
test_config/add_child_EmptyThis_newKey_AppendAndReturnNewEmptyChild
test_config/add_child_NonEmptyThis_newOrExistingKey_lOrRValue_AppendAndReturnNewChild
test_preproc_defines
test_config_cache_defaults
config_cache/test_load_config
config_cache/test_non_clean_config_loading
config_cache/test_macrosubstitution
config_cache/test_transaction
config_cache/test_define_loading
config_cache/test_lead_spaces_loading
Support negative numbers in ranges Adds support for using these in the weapons and ability filters: * "-1", which was previously treated as an parse error (no number before the separator). * "-3--1" * "-infinity" as the lower number in the range, provided a different upper number is given. This treats "-infinity" (with no other number), "-infinity--infinity", "infinity" (with no other number) and "infinity-infinity" as errors. It seems unlikely that someone would intend to use a filter that can't match any reasonable number. The range "-infinity-infinity" will be parsed successfully. I don't see a use case for that, but nor do I see a reason to add extra C++ to reject it. However, it's not added to the schema, as I think it's good for the schema to give a warning when someone creates a filter which will accept every value (including accepting the default, so "-infinity-infinity" accepts the unset value too). Includes new unit tests for the C++ and the Lua stringx.parse_range functions. The next commit adds more WML tests, but is kept separate to credit the author. This started as a change to move common filter functions from unit.cpp to somewhere that they could be reused for other config-based filters. In the process a missing feature was found and added, the move is still included in a single Git commit because the move was required in order to make these functions accessible to the Boost unit tests. Two CodeBlocks project files additionally get src/utils/any.hpp added, which was in one of them but missing from the other two. I noticed because these are alphabetically at the start of the src/utils file list. Thanks to @CelticMinstrel for the review comments and Xcode project updates.
2023-08-06 11:51:49 +00:00
config_filters/test_int_add_sub_filter
config_filters/test_int_positive_filter
config_filters/test_int_signed_filter
config_filters/test_without_attribute_filter
filesystem/test_fs_game_path_reverse_engineering
filesystem/test_fs_base
filesystem/test_fs_enum
filesystem/test_fs_binary_path
filesystem/test_fs_wml_path
filesystem/test_fs_search
filesystem/test_fs_fluff
formula_core/test_formula_basic_arithmetic
formula_core/test_formula_basic_logic
formula_core/test_formula_callable
formula_core/test_formula_where_clause
formula_core/test_formula_strings
formula_core/test_formula_dice
formula_core/test_formula_containers
formula_core/test_formula_tokenizer
formula_function/test_formula_function_substring
formula_function/test_formula_function_length
formula_function/test_formula_function_concatenate
formula_function/test_formula_function_math
formula_function/test_formula_function_trig
formula_timespan/test_formula_timespan
image_modification_parsing/test_modificaiton_queue_order
image_modification_parsing/test_tc_modification_decoding
image_modification_parsing/test_tc_modification_decoding_invalid_args
image_modification_parsing/test_rc_modification_decoding
image_modification_parsing/test_rc_modification_decoding_invalid_args
image_modification_parsing/test_pal_modification_decoding
image_modification_parsing/test_pal_modification_decoding_invalid_args
image_modification_parsing/test_fl_modification_decoding_default
image_modification_parsing/test_fl_modification_decoding_horiz
image_modification_parsing/test_fl_modification_decoding_vert
image_modification_parsing/test_fl_modification_decoding_horiz_and_vert
image_modification_parsing/test_gs_modification_decoding
image_modification_parsing/test_crop_modification_decoding_no_args
image_modification_parsing/test_crop_modification_decoding_1_arg
image_modification_parsing/test_crop_modification_decoding_2_args
image_modification_parsing/test_crop_modification_decoding_3_args
image_modification_parsing/test_crop_modification_decoding_4_args
image_modification_parsing/test_blit_modification_decoding_1_arg
image_modification_parsing/test_blit_modification_decoding_3_args
image_modification_parsing/test_blit_modification_decoding_invalid_args
image_modification_parsing/test_mask_modification_decoding_1_arg
image_modification_parsing/test_mask_modification_decoding_3_args
image_modification_parsing/test_mask_modification_decoding_invalid_args
image_modification_parsing/test_l_modification_decoding_no_args
image_modification_parsing/test_l_modification_decoding_1_arg
image_modification_parsing/test_scale_modification_decoding_no_args
image_modification_parsing/test_scale_modification_decoding_1_arg
image_modification_parsing/test_scale_modification_decoding_2_args
image_modification_parsing/test_o_modification_decoding_percent_args
image_modification_parsing/test_o_modification_decoding_fraction_args
image_modification_parsing/test_bl_modification_decoding_no_args
image_modification_parsing/test_bl_modification_decoding
image_modification_parsing/test_rgb_modification_decoding_no_args
image_modification_parsing/test_r_modification_decoding
image_modification_parsing/test_g_modification_decoding
image_modification_parsing/test_b_modification_decoding
image_modification_parsing/test_bg_modification_decoding_no_args
image_modification_parsing/test_bg_modification_decoding_1_arg
image_modification_parsing/test_bg_modification_decoding_2_args
image_modification_parsing/test_bg_modification_decoding_3_args
image_modification_parsing/test_bg_modification_decoding_4_args
test_irdya_datetime/test_irdya_date_parse
test_irdya_datetime/test_irdya_date_equal
test_irdya_datetime/test_irdya_date_ordering
test_lexical_cast_throw<bool>
test_lexical_cast_throw<char>
test_lexical_cast_throw<signed char>
test_lexical_cast_throw<unsigned char>
test_lexical_cast_throw<short>
test_lexical_cast_throw<int>
test_lexical_cast_throw<long>
test_lexical_cast_throw<long long>
test_lexical_cast_throw<unsigned short>
test_lexical_cast_throw<unsigned int>
test_lexical_cast_throw<unsigned long>
test_lexical_cast_throw<unsigned long long>
test_lexical_cast_throw<float>
test_lexical_cast_throw<double>
test_lexical_cast_throw<long double>
test_lexical_cast_signed<signed char>
test_lexical_cast_signed<short>
test_lexical_cast_signed<int>
test_lexical_cast_signed<long>
test_lexical_cast_long_long
test_lexical_cast_unsigned<unsigned char>
test_lexical_cast_unsigned<unsigned short>
test_lexical_cast_unsigned<unsigned int>
test_lexical_cast_unsigned<unsigned long>
test_lexical_cast_unsigned_long_long
test_lexical_cast_bool
test_lexical_cast_floating_point<float>
test_lexical_cast_floating_point<double>
test_lexical_cast_floating_point<long double>
test_lexical_cast_result
test_map_location/map_location_characterization_test_radial_mode
test_map_location/reality_check_vector_negation
test_map_location/reality_check_get_direction
test_map_location/check_get_opposite_dir_refactor
test_map_location/check_rotate
test_map_location/check_rotate_around_center
mp_connect/flg_map_settings2
mp_connect/flg_map_settings3
mp_connect/flg_map_settings4
mp_connect/flg_map_settings5
mp_connect/flg_map_settings6
mp_connect/flg_map_settings7
mp_connect/flg_map_settings8
mp_connect/flg_map_settings9
mp_connect/flg_map_settings10
mp_connect/flg_map_settings11
mp_connect/flg_map_settings12
mp_connect/flg_map_settings13
mp_connect/flg_map_settings14
mp_connect/flg_map_settings15
mp_connect/flg_map_settings16
mp_connect/flg_map_settings17
mp_connect/flg_map_settings18
mp_connect/flg_map_settings19
mp_connect/flg_map_settings20
mp_connect/flg_map_settings21
mp_connect/flg_map_settings22
mp_connect/flg_map_settings23
mp_connect/flg_map_settings24
mp_connect/flg_map_settings25
mp_connect/flg_map_settings26
mp_connect/flg_map_settings27
mp_connect/flg_map_settings28
mp_connect/flg_map_settings29
mp_connect/flg_no_map_settings1
mp_connect/flg_no_map_settings2
mp_connect/flg_no_map_settings3
mp_connect/flg_no_map_settings4
mp_connect/flg_no_map_settings5
mp_connect/flg_no_map_settings6
recall_list_suite/test_1
rng/validate_mt19937
rng/test_mt_rng_seed_manip
rng/test_mt_rng_config_seed_manip
rng/test_mt_rng_reproducibility
rng/test_mt_rng_reproducibility2
rng/test_mt_rng_reproducibility3
rng/test_mt_rng_reproducibility4
rng/test_mt_rng_reproducibility5
rng/test_mt_rng_reproducibility_coverage
rng/validate_get_random_int
rng/validate_get_random_int2
sdl/test_scale_sharp_nullptr
sdl/test_scale_sharp_zero
sdl/test_scale_sharp_round
sdl/test_scale_sharp_fractional
test_serialization_utils_and_unicode/utils_join_test
test_serialization_utils_and_unicode/utils_split_test
test_serialization_utils_and_unicode/utils_quoted_split_test
test_serialization_utils_and_unicode/utils_map_split_test
test_serialization_utils_and_unicode/utils_parenthetical_split_test
test_serialization_utils_and_unicode/utils_square_parenthetical_split
test_serialization_utils_and_unicode/utils_unicode_test
test_serialization_utils_and_unicode/test_lowercase
test_serialization_utils_and_unicode/test_wildcard_string_match
test_serialization_utils_and_unicode/test_base64_encodings
simple_wml/simple_wml_first_test
teams/test_user_team_name
unit_map_suite/test_1
unit_map_suite/track_real_unit_by_underlying_id
unit_map_suite/track_fake_unit_by_underlying_id
unit_map_suite/track_real_unit_by_iterator
unit_map_suite/track_fake_unit_by_iterator
version/test_version_info
whiteboard_side_actions_container/test_insertion
whiteboard_side_actions_container/test_removal
feature_test_WML_macro_define/macro_define_noArgument_ParseAsExpected
feature_test_WML_macro_define/macro_define_1Argument_ParseAsExpected
test_schema_self_validator/test_schema_super_self_reference
test_schema_self_validator/test_schema_super_cycle
test_schema_validator/test_super_cycle
test_schema_validator/test_super_cycle_only_if_used
test_schema_validator/test_super_cycle_crashes_on_unknown_key
2023-12-20 04:04:41 +00:00
test_schema_validator/test_super_missing
test_schema_validator/test_super_missing_only_if_used
test_schema_validator/test_super_mandatory
test_schema_validator/test_super_mandatory_missing
test_schema_validator/test_super_cycle_mandatory
test_schema_validator/test_schema_link_cycle