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			240 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			240 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /* Unity Configuration
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|  * As of May 11th, 2016 at ThrowTheSwitch/Unity commit 837c529
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|  * Update: December 29th, 2016
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|  * See Also: Unity/docs/UnityConfigurationGuide.pdf
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|  *
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|  * Unity is designed to run on almost anything that is targeted by a C compiler.
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|  * It would be awesome if this could be done with zero configuration. While
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|  * there are some targets that come close to this dream, it is sadly not
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|  * universal. It is likely that you are going to need at least a couple of the
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|  * configuration options described in this document.
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|  *
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|  * All of Unity's configuration options are `#defines`. Most of these are simple
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|  * definitions. A couple are macros with arguments. They live inside the
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|  * unity_internals.h header file. We don't necessarily recommend opening that
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|  * file unless you really need to. That file is proof that a cross-platform
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|  * library is challenging to build. From a more positive perspective, it is also
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|  * proof that a great deal of complexity can be centralized primarily to one
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|  * place in order to provide a more consistent and simple experience elsewhere.
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|  *
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|  * Using These Options
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|  * It doesn't matter if you're using a target-specific compiler and a simulator
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|  * or a native compiler. In either case, you've got a couple choices for
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|  * configuring these options:
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|  *
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|  *  1. Because these options are specified via C defines, you can pass most of
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|  *     these options to your compiler through command line compiler flags. Even
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|  *     if you're using an embedded target that forces you to use their
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|  *     overbearing IDE for all configuration, there will be a place somewhere in
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|  *     your project to configure defines for your compiler.
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|  *  2. You can create a custom `unity_config.h` configuration file (present in
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|  *     your toolchain's search paths). In this file, you will list definitions
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|  *     and macros specific to your target. All you must do is define
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|  *     `UNITY_INCLUDE_CONFIG_H` and Unity will rely on `unity_config.h` for any
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|  *     further definitions it may need.
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|  */
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| 
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| #ifndef UNITY_CONFIG_H
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| #define UNITY_CONFIG_H
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| 
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| /* ************************* AUTOMATIC INTEGER TYPES ***************************
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|  * C's concept of an integer varies from target to target. The C Standard has
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|  * rules about the `int` matching the register size of the target
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|  * microprocessor. It has rules about the `int` and how its size relates to
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|  * other integer types. An `int` on one target might be 16 bits while on another
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|  * target it might be 64. There are more specific types in compilers compliant
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|  * with C99 or later, but that's certainly not every compiler you are likely to
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|  * encounter. Therefore, Unity has a number of features for helping to adjust
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|  * itself to match your required integer sizes. It starts off by trying to do it
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|  * automatically.
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|  **************************************************************************** */
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| 
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| /* The first attempt to guess your types is to check `limits.h`. Some compilers
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|  * that don't support `stdint.h` could include `limits.h`. If you don't
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|  * want Unity to check this file, define this to make it skip the inclusion.
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|  * Unity looks at UINT_MAX & ULONG_MAX, which were available since C89.
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|  */
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| /* #define UNITY_EXCLUDE_LIMITS_H */
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| 
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| /* The second thing that Unity does to guess your types is check `stdint.h`.
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|  * This file defines `UINTPTR_MAX`, since C99, that Unity can make use of to
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|  * learn about your system. It's possible you don't want it to do this or it's
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|  * possible that your system doesn't support `stdint.h`. If that's the case,
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|  * you're going to want to define this. That way, Unity will know to skip the
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|  * inclusion of this file and you won't be left with a compiler error.
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|  */
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| /* #define UNITY_EXCLUDE_STDINT_H */
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| 
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| /* ********************** MANUAL INTEGER TYPE DEFINITION ***********************
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|  * If you've disabled all of the automatic options above, you're going to have
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|  * to do the configuration yourself. There are just a handful of defines that
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|  * you are going to specify if you don't like the defaults.
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|  **************************************************************************** */
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| 
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|  /* Define this to be the number of bits an `int` takes up on your system. The
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|  * default, if not auto-detected, is 32 bits.
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|  *
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|  * Example:
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|  */
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| /* #define UNITY_INT_WIDTH 16 */
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| 
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| /* Define this to be the number of bits a `long` takes up on your system. The
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|  * default, if not autodetected, is 32 bits. This is used to figure out what
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|  * kind of 64-bit support your system can handle.  Does it need to specify a
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|  * `long` or a `long long` to get a 64-bit value. On 16-bit systems, this option
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|  * is going to be ignored.
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|  *
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|  * Example:
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|  */
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| /* #define UNITY_LONG_WIDTH 16 */
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| 
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| /* Define this to be the number of bits a pointer takes up on your system. The
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|  * default, if not autodetected, is 32-bits. If you're getting ugly compiler
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|  * warnings about casting from pointers, this is the one to look at.
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|  *
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|  * Example:
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|  */
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| /* #define UNITY_POINTER_WIDTH 64 */
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| 
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| /* Unity will automatically include 64-bit support if it auto-detects it, or if
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|  * your `int`, `long`, or pointer widths are greater than 32-bits. Define this
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|  * to enable 64-bit support if none of the other options already did it for you.
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|  * There can be a significant size and speed impact to enabling 64-bit support
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|  * on small targets, so don't define it if you don't need it.
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|  */
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| /* #define UNITY_INCLUDE_64 */
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| 
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| 
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| /* *************************** FLOATING POINT TYPES ****************************
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|  * In the embedded world, it's not uncommon for targets to have no support for
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|  * floating point operations at all or to have support that is limited to only
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|  * single precision. We are able to guess integer sizes on the fly because
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|  * integers are always available in at least one size. Floating point, on the
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|  * other hand, is sometimes not available at all. Trying to include `float.h` on
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|  * these platforms would result in an error. This leaves manual configuration as
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|  * the only option.
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|  **************************************************************************** */
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| 
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|  /* By default, Unity guesses that you will want single precision floating point
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|   * support, but not double precision. It's easy to change either of these using
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|   * the include and exclude options here. You may include neither, just float,
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|   * or both, as suits your needs.
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|   */
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| /* #define UNITY_EXCLUDE_FLOAT  */
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| #define UNITY_INCLUDE_DOUBLE
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| /* #define UNITY_EXCLUDE_DOUBLE */
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| 
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| /* For features that are enabled, the following floating point options also
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|  * become available.
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|  */
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| 
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| /* Unity aims for as small of a footprint as possible and avoids most standard
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|  * library calls (some embedded platforms don't have a standard library!).
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|  * Because of this, its routines for printing integer values are minimalist and
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|  * hand-coded. To keep Unity universal, though, we eventually chose to develop
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|  * our own floating point print routines. Still, the display of floating point
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|  * values during a failure are optional. By default, Unity will print the
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|  * actual results of floating point assertion failures. So a failed assertion
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|  * will produce a message like "Expected 4.0 Was 4.25". If you would like less
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|  * verbose failure messages for floating point assertions, use this option to
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|  * give a failure message `"Values Not Within Delta"` and trim the binary size.
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|  */
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| /* #define UNITY_EXCLUDE_FLOAT_PRINT */
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| 
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| /* If enabled, Unity assumes you want your `FLOAT` asserts to compare standard C
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|  * floats. If your compiler supports a specialty floating point type, you can
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|  * always override this behavior by using this definition.
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|  *
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|  * Example:
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|  */
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| /* #define UNITY_FLOAT_TYPE float16_t */
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| 
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| /* If enabled, Unity assumes you want your `DOUBLE` asserts to compare standard
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|  * C doubles. If you would like to change this, you can specify something else
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|  * by using this option. For example, defining `UNITY_DOUBLE_TYPE` to `long
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|  * double` could enable gargantuan floating point types on your 64-bit processor
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|  * instead of the standard `double`.
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|  *
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|  * Example:
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|  */
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| /* #define UNITY_DOUBLE_TYPE long double */
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| 
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| /* If you look up `UNITY_ASSERT_EQUAL_FLOAT` and `UNITY_ASSERT_EQUAL_DOUBLE` as
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|  * documented in the Unity Assertion Guide, you will learn that they are not
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|  * really asserting that two values are equal but rather that two values are
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|  * "close enough" to equal. "Close enough" is controlled by these precision
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|  * configuration options. If you are working with 32-bit floats and/or 64-bit
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|  * doubles (the normal on most processors), you should have no need to change
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|  * these options. They are both set to give you approximately 1 significant bit
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|  * in either direction. The float precision is 0.00001 while the double is
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|  * 10^-12. For further details on how this works, see the appendix of the Unity
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|  * Assertion Guide.
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|  *
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|  * Example:
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|  */
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| /* #define UNITY_FLOAT_PRECISION 0.001f  */
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| /* #define UNITY_DOUBLE_PRECISION 0.001f */
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| 
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| 
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| /* *************************** TOOLSET CUSTOMIZATION ***************************
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|  * In addition to the options listed above, there are a number of other options
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|  * which will come in handy to customize Unity's behavior for your specific
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|  * toolchain. It is possible that you may not need to touch any of these but
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|  * certain platforms, particularly those running in simulators, may need to jump
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|  * through extra hoops to operate properly. These macros will help in those
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|  * situations.
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|  **************************************************************************** */
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| 
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| /* By default, Unity prints its results to `stdout` as it runs. This works
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|  * perfectly fine in most situations where you are using a native compiler for
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|  * testing. It works on some simulators as well so long as they have `stdout`
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|  * routed back to the command line. There are times, however, where the
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|  * simulator will lack support for dumping results or you will want to route
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|  * results elsewhere for other reasons. In these cases, you should define the
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|  * `UNITY_OUTPUT_CHAR` macro. This macro accepts a single character at a time
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|  * (as an `int`, since this is the parameter type of the standard C `putchar`
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|  * function most commonly used). You may replace this with whatever function
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|  * call you like.
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|  *
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|  * Example:
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|  * Say you are forced to run your test suite on an embedded processor with no
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|  * `stdout` option. You decide to route your test result output to a custom
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|  * serial `RS232_putc()` function you wrote like thus:
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|  */
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| /* #define UNITY_OUTPUT_CHAR(a)                    RS232_putc(a) */
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| /* #define UNITY_OUTPUT_CHAR_HEADER_DECLARATION    RS232_putc(int) */
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| /* #define UNITY_OUTPUT_FLUSH()                    RS232_flush() */
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| /* #define UNITY_OUTPUT_FLUSH_HEADER_DECLARATION   RS232_flush(void) */
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| /* #define UNITY_OUTPUT_START()                    RS232_config(115200,1,8,0) */
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| /* #define UNITY_OUTPUT_COMPLETE()                 RS232_close() */
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| 
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| /* For some targets, Unity can make the otherwise required `setUp()` and
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|  * `tearDown()` functions optional. This is a nice convenience for test writers
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|  * since `setUp` and `tearDown` don't often actually _do_ anything. If you're
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|  * using gcc or clang, this option is automatically defined for you. Other
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|  * compilers can also support this behavior, if they support a C feature called
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|  * weak functions. A weak function is a function that is compiled into your
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|  * executable _unless_ a non-weak version of the same function is defined
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|  * elsewhere. If a non-weak version is found, the weak version is ignored as if
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|  * it never existed. If your compiler supports this feature, you can let Unity
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|  * know by defining `UNITY_SUPPORT_WEAK` as the function attributes that would
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|  * need to be applied to identify a function as weak. If your compiler lacks
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|  * support for weak functions, you will always need to define `setUp` and
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|  * `tearDown` functions (though they can be and often will be just empty). The
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|  * most common options for this feature are:
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|  */
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| /* #define UNITY_SUPPORT_WEAK weak */
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| /* #define UNITY_SUPPORT_WEAK __attribute__((weak)) */
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| /* #define UNITY_NO_WEAK */
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| 
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| /* Some compilers require a custom attribute to be assigned to pointers, like
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|  * `near` or `far`. In these cases, you can give Unity a safe default for these
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|  * by defining this option with the attribute you would like.
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|  *
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|  * Example:
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|  */
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| /* #define UNITY_PTR_ATTRIBUTE __attribute__((far)) */
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| /* #define UNITY_PTR_ATTRIBUTE near */
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| 
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| #endif /* UNITY_CONFIG_H */
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