* Lumiera source code always was copyrighted by individual contributors * there is no entity "Lumiera.org" which holds any copyrights * Lumiera source code is provided under the GPL Version 2+ == Explanations == Lumiera as a whole is distributed under Copyleft, GNU General Public License Version 2 or above. For this to become legally effective, the ''File COPYING in the root directory is sufficient.'' The licensing header in each file is not strictly necessary, yet considered good practice; attaching a licence notice increases the likeliness that this information is retained in case someone extracts individual code files. However, it is not by the presence of some text, that legally binding licensing terms become effective; rather the fact matters that a given piece of code was provably copyrighted and published under a license. Even reformatting the code, renaming some variables or deleting parts of the code will not alter this legal situation, but rather creates a derivative work, which is likewise covered by the GPL! The most relevant information in the file header is the notice regarding the time of the first individual copyright claim. By virtue of this initial copyright, the first author is entitled to choose the terms of licensing. All further modifications are permitted and covered by the License. The specific wording or format of the copyright header is not legally relevant, as long as the intention to publish under the GPL remains clear. The extended wording was based on a recommendation by the FSF. It can be shortened, because the full terms of the license are provided alongside the distribution, in the file COPYING.
118 lines
3.1 KiB
C++
118 lines
3.1 KiB
C++
/*
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CommandBasic(Test) - checking simple SteamDispatcher command definition and execution
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Copyright (C)
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2009, Hermann Vosseler <Ichthyostega@web.de>
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**Lumiera** is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the
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Free Software Foundation; either version 2 of the License, or (at your
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option) any later version. See the file COPYING for further details.
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* *****************************************************************/
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/** @file command-basic-test.cpp
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** unit test \ref CommandBasic_test
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*/
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#include "lib/test/run.hpp"
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#include "steam/control/command-def.hpp"
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#include "lib/time/timevalue.hpp"
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#include "lib/p.hpp"
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namespace steam {
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namespace control {
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namespace test {
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using lib::P;
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using lib::makeP;
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using lib::time::Time;
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using lib::time::TimeVar;
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using lib::time::TimeValue;
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using lib::time::Offset;
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namespace { // functions to be invoked through the command system
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void
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operate (P<TimeVar> dummyObj, int randVal)
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{
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*dummyObj += TimeValue(randVal);
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}
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Offset
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capture (P<TimeVar> dummyObj, int)
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{
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return Offset{*dummyObj};
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}
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void
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undoIt (P<TimeVar> dummyObj, int, Offset oldVal)
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{
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*dummyObj = oldVal;
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}
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}
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/***********************************************************************//**
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* @test basic usage of the Steam-Layer command dispatch system.
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* Shows how to define a simple command inline and how to
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* trigger execution and UNDO. Verifies the command action
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* takes place and is reverted again by the UNDO function.
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*
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* This is a simplified demonstration. Usually, commands would be defined
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* in bulk and without specifying parameters. Later, typically client code
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* accesses a handle by ID, binds to the concrete argument and dispatches
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* the invocation. Note in this example that by using a smart-ptr as
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* argument allows accessing an object by reference and late binding.
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*
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* @see control::Command
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* @see control::CommandDef
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* @see control::SteamDispatcher
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*/
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class CommandBasic_test : public Test
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{
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virtual void
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run (Arg)
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{
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seedRand();
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int randVal{rani(10) - 5};
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Time five(TimeValue(5));
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TimeValue randomTime(randVal);
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auto obj = makeP<TimeVar>(five);
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CommandDef ("test.command1")
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.operation (operate)
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.captureUndo (capture)
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.undoOperation (undoIt)
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.bind (obj, randVal)
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;
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Command ourCmd = Command::get("test.command1");
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// invoke the command
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CHECK (*obj == five);
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ourCmd();
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CHECK (*obj == five + randomTime);
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// undo the effect of the command
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ourCmd.undo();
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CHECK (*obj == five);
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}
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};
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/** Register this test class... */
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LAUNCHER (CommandBasic_test, "unit controller");
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}}} // namespace steam::control::test
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