lumiera_/tests/core/steam/control/command-basic-test.cpp
Ichthyostega 7b7ec310b3 Dispatcher: rename in accordance to the layer
so now we've got a "SteamDispatcher" ... cute ;-)
2018-12-10 00:12:52 +01:00

130 lines
3.5 KiB
C++

/*
CommandBasic(Test) - checking simple SteamDispatcher command definition and execution
Copyright (C) Lumiera.org
2009, Hermann Vosseler <Ichthyostega@web.de>
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 command-basic-test.cpp
** unit test \ref CommandBasic_test
*/
#include "lib/test/run.hpp"
#include "steam/control/command-def.hpp"
#include "lib/time/timevalue.hpp"
#include "lib/p.hpp"
#include <cstdlib>
using std::rand;
namespace steam {
namespace control {
namespace test {
using lib::P;
using lib::makeP;
using lib::time::Time;
using lib::time::TimeVar;
using lib::time::TimeValue;
using lib::time::Offset;
namespace { // functions to be invoked through the command system
void
operate (P<TimeVar> dummyObj, int randVal)
{
*dummyObj += TimeValue(randVal);
}
Offset
capture (P<TimeVar> dummyObj, int)
{
return Offset{*dummyObj};
}
void
undoIt (P<TimeVar> dummyObj, int, Offset oldVal)
{
*dummyObj = oldVal;
}
}
/***********************************************************************//**
* @test basic usage of the Steam-Layer command dispatch system.
* Shows how to define a simple command inline and how to
* trigger execution and UNDO. Verifies the command action
* takes place and is reverted again by the UNDO function.
*
* This is a simplified demonstration. Usually, commands would be defined
* in bulk and without specifying parameters. Later, typically client code
* accesses a handle by ID, binds to the concrete argument and dispatches
* the invocation. Note in this example that by using a smart-ptr as
* argument allows accessing an object by reference and late binding.
*
* @see control::Command
* @see control::CommandDef
* @see control::SteamDispatcher
*/
class CommandBasic_test : public Test
{
virtual void
run (Arg)
{
int randVal ((rand() % 10) - 5);
Time five(TimeValue(5));
TimeValue randomTime(randVal);
auto obj = makeP<TimeVar>(five);
CommandDef ("test.command1")
.operation (operate)
.captureUndo (capture)
.undoOperation (undoIt)
.bind (obj, randVal)
;
Command ourCmd = Command::get("test.command1");
// invoke the command
CHECK (*obj == five);
ourCmd();
CHECK (*obj == five + randomTime);
// undo the effect of the command
ourCmd.undo();
CHECK (*obj == five);
}
};
/** Register this test class... */
LAUNCHER (CommandBasic_test, "unit controller");
}}} // namespace steam::control::test