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Move UNITY_PRINT_EOL to internals to allow access to it.
Unity fixture needs access to this macro to be consistent. Add #ifndef wrapper for easier redefinition on systems that use "\r\n".
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@@ -11,7 +11,6 @@
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#define UNITY_IGNORE_AND_BAIL { Unity.CurrentTestIgnored = 1; longjmp(Unity.AbortFrame, 1); }
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#define UNITY_IGNORE_AND_BAIL { Unity.CurrentTestIgnored = 1; longjmp(Unity.AbortFrame, 1); }
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/// return prematurely if we are already in failure or ignore state
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/// return prematurely if we are already in failure or ignore state
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#define UNITY_SKIP_EXECUTION { if ((Unity.CurrentTestFailed != 0) || (Unity.CurrentTestIgnored != 0)) {return;} }
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#define UNITY_SKIP_EXECUTION { if ((Unity.CurrentTestFailed != 0) || (Unity.CurrentTestIgnored != 0)) {return;} }
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#define UNITY_PRINT_EOL { UNITY_OUTPUT_CHAR('\n'); }
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struct _Unity Unity;
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struct _Unity Unity;
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@@ -291,6 +291,10 @@ typedef UNITY_DOUBLE_TYPE _UD;
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extern int UNITY_OUTPUT_CHAR(int);
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extern int UNITY_OUTPUT_CHAR(int);
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#endif
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#endif
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#ifndef UNITY_PRINT_EOL
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#define UNITY_PRINT_EOL { UNITY_OUTPUT_CHAR('\n'); }
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#endif
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#ifndef UNITY_OUTPUT_START
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#ifndef UNITY_OUTPUT_START
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#define UNITY_OUTPUT_START()
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#define UNITY_OUTPUT_START()
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#endif
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#endif
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