/* NodeBasic(Test) - unit test covering render node basic lifecycle and usage Copyright (C) Lumiera.org 2009, Hermann Vosseler This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. * *****************************************************/ /** @file node-basic-test.cpp ** unit test \ref NodeBasic_test */ #include "lib/test/run.hpp" #include "steam/engine/nodefactory.hpp" #include "steam/engine/nodewiring.hpp" #include "steam/engine/turnout-system.hpp" #include "steam/engine/channel-descriptor.hpp" #include "steam/mobject/session/effect.hpp" #include "lib/allocation-cluster.hpp" //#include "lib/format-cout.hpp" //#include "lib/util.hpp" //using std::string; namespace steam { namespace engine{ namespace test { using lib::AllocationCluster; using mobject::session::PEffect; namespace { // Test fixture /** * Mock StateClosure/Invocation object. * Used as a replacement for the real RenderInvocation, * so the test can verify that calculations are actually * happening in correct order. */ class TestContext : public StateProxy { //////////////TODO: facility to verify the right access operations get called }; inline PEffect createTestEffectMObject() { UNIMPLEMENTED ("how to create a dummy Effect for tests"); } } /***************************************************************//** * @test basic render node properties and behaviour. */ class NodeBasic_test : public Test { virtual void run(Arg) { UNIMPLEMENTED ("build a simple render node and then activate it"); AllocationCluster alloc; NodeFactory nodeFab(alloc); ProcNode * testSource; ///////////TODO: how to fabricate a test Source-Node???? WiringSituation setup(testSource); PEffect pEffect = createTestEffectMObject(); ProcNode* pNode = nodeFab (pEffect, setup); CHECK (pNode); TestContext simulatedInvocation; BuffHandle result = pNode->pull(simulatedInvocation, 0); CHECK (result); // CHECK we got calculated data in the result buffer } }; /** Register this test class... */ LAUNCHER (NodeBasic_test, "unit node"); }}} // namespace steam::engine::test