Files
oboe/test/catch.cpp
Celtic Minstrel 17a4c25d3c Merge pull request #534 from NQNStudios:fix-479
Fixing text buffer texture/font corruption (#479)

* #479 demonstrates that the contents of the text buffer are NOT irrelevant for reproducing bugs. So I set up recording/replay for the burma shave easter egg. This also makes an easy way to mess with the buffer state when debugging (just mash &/\*/&/\*/&/\* n times)
* When a replay throws an error, it puts up a showError() dialog. If the next action is a control_click, the system will try to click that control on the error dialog--which is totally divergent from the replay's intended behavior. So we should just stop replaying when an error happens.
* If you have a long replay and want to run it very fast, but then slow down when you get to the sequence that reproduces your bug, now you can add a `<change_fps>` to your replay to achieve that.
* Fixes for the 2 legacy replay errors that I opened recently

Fix #479 
Fix #532 
Fix #533
2025-01-20 09:10:17 -05:00

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#define CATCH_CONFIG_MAIN
#include "catch.hpp"
// After this are some globals that are referenced from common code but not defined, and not used in the test cases
#include "gfx/gfxsheets.hpp"
#include "universe/universe.hpp"
sf::RenderWindow mainPtr;
std::string scenario_temp_dir_name = "test_scenario";
cCustomGraphics spec_scen_g;
cUniverse univ;
std::vector<fs::path> extra_scen_dirs;
bool check_for_interrupt(std::string) { return false; }
// And these are referenced from the scenario code, though not used in test cases
#include "scenario/scenario.hpp"
#include "tools/undo.hpp"
location cur_out;
short cur_town;
cScenario scenario;
bool change_made;
cUndoList undo_list;