lumiera_/tests/components/proc/mobject/session/timeline-sequence-handling-test.cpp

307 lines
12 KiB
C++

/*
TimelineSequenceHandling(Test) - managing the top level session facade objects
Copyright (C) Lumiera.org
2008-2010, 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.
* *****************************************************/
#include "lib/test/run.hpp"
#include "proc/mobject/session.hpp"
#include "proc/mobject/mobject-ref.hpp"
#include "proc/mobject/session/binding.hpp"
//#include "proc/mobject/session/fixture.hpp" // TODO only temporarily needed
#include "proc/assetmanager.hpp"
#include "proc/asset/timeline.hpp"
#include "proc/asset/sequence.hpp"
#include "proc/asset/pipe.hpp"
#include "lib/lumitime.hpp"
#include "lib/query.hpp"
#include "lib/util.hpp"
#include <iostream>
using util::isSameObject;
using util::contains;
using std::string;
using std::cout;
namespace mobject {
namespace session {
namespace test {
using proc_interface::AssetManager;
using proc_interface::PAsset;
using asset::PTimeline;
using asset::PSequence;
using asset::RBinding;
using asset::RTrack;
using asset::Pipe;
using lumiera::Query;
using lumiera::Time;
/********************************************************************************
* @test verify retrieval and instance management of the top level facade objects
* as integrated with the session and high-level model. Both sequences and
* timelines are at the same time structural assets and act as facades
* on the session API. Thus we can query specific instances from the
* struct factory or alternatively access them through the session.
* Moreover we can create new top level elements in the session
* just by querying the respective asset.
*
* @todo specify how deletion is handled
* @todo specify how to \em move objects by placement
*
* @see session-structure-test.cpp
* @see Timeline
* @see Sequence
* @see Session
*/
class TimelineSequenceHandling_test : public Test
{
virtual void
run (Arg)
{
Session::current.reset();
CHECK (Session::current.isUp());
verify_retrieval();
verify_creation();
verify_removalTimeline();
verify_removalBinding();
verify_removalSequence();
indirect_SequenceHandling();
}
void
verify_retrieval()
{
PSess sess = Session::current;
CHECK (sess->isValid());
CHECK (0 < sess->timelines.size());
PTimeline defaultTimeline = sess->defaults (Query<Timeline> ()); //////////////////////TICKET #549
Query<Timeline> query1 = "id("+defaultTimeline->getNameID()+").";
PTimeline queriedTimeline = asset::Struct::create (query1);
CHECK (queriedTimeline);
CHECK (queriedTimeline == defaultTimeline); // retrieved the existing timeline asset again
CHECK (queriedTimeline == sess->timelines[0]);
Query<Sequence> query2 = "id("+defaultTimeline->getSequence()->getNameID()+").";
PSequence queriedSequence = asset::Struct::create (query2);
CHECK (queriedSequence);
CHECK (queriedSequence == sess->sequences[0]);
CHECK (queriedSequence == sess->timelines[0]->getSequence());
CHECK (queriedSequence == defaultTimeline->getSequence());
}
void
verify_creation()
{
PSess sess = Session::current;
CHECK (sess->isValid());
uint num_timelines = sess->timelines.size();
CHECK (0 < num_timelines);
Query<Timeline> special = "id(aSillyName), sequence("
+ sess->sequences[0]->getNameID()
+ "), pipe(ambiance).";
PTimeline specialTimeline (asset::Struct::create (special));
CHECK (specialTimeline);
CHECK (num_timelines + 1 == sess->timelines.size());
CHECK (specialTimeline == session->timelines[num_timelines]); // new one got appended at the end
// verify the properties
CHECK (specialTimeline->getSequence() == sess->sequences[0]); // the already existing sequence got bound into that timeline too
CHECK (contains (specialTimeline->pipes, Pipe::query("pipe(ambiance)")));
CHECK (specialTimeline.use_count() == 3); // we, the AssetManager and the session
}
void
verify_removalTimeline()
{
PSess sess (Session::current);
AssetManager& assetM (AssetManager::instance());
CHECK (sess->isValid());
uint num_timelines = sess->timelines.size();
CHECK (2 <= num_timelines);
PTimeline specialTimeline = sess->timelines[num_timelines-1];
CHECK ("aSillyName" == specialTimeline->getNameID());
RBinding binding = specialTimeline->getBinding();
CHECK (binding);
PSequence theSeq = binding->getSequence();
CHECK (theSeq == sess->sequences[0]);
CHECK (theSeq == specialTimeline->getSequence());
CHECK (assetM.known (theSeq->getID()));
// cause removal of the timeline
assetM.remove (specialTimeline->getID()); //////////////TICKET #550
CHECK (!assetM.known (specialTimeline->getID()));
CHECK (1 == specialTimeline.use_count()); // we hold the only remaining ref
CHECK ( assetM.known (theSeq->getID())); // bound sequence isn't affected
CHECK (theSeq == sess->sequences[0]);
CHECK (num_timelines - 1 == sess->timelines.size());
CHECK (!binding); // got purged from the model
}
void
verify_removalBinding()
{
PSess sess (Session::current);
AssetManager& assetM (AssetManager::instance());
CHECK (sess->isValid());
uint num_timelines = sess->timelines.size();
CHECK (0 < num_timelines);
// create a new Timeline to play with, using the default sequence...
PTimeline aTimeline (asset::Struct::create (Query<Timeline> ("sequence("+
+ sess->sequences[0]->getNameID()
+ ").")));
CHECK (num_timelines + 1 == sess->timelines.size());
RBinding binding = aTimeline->getBinding();
CHECK (binding);
PSequence theSeq = binding->getSequence();
CHECK (theSeq == sess->sequences[0]);
CHECK (theSeq == aTimeline->getSequence());
CHECK (assetM.known (aTimeline->getID()));
CHECK (assetM.known (theSeq->getID()));
// indirectly cause removal of the timeline by dropping the binding
sess->remove(binding);
CHECK (!binding);
CHECK (!assetM.known (aTimeline->getID()));
CHECK (1 == aTimeline.use_count());
CHECK ( assetM.known (theSeq->getID()));
CHECK (num_timelines == sess->timelines.size());
CHECK (!contains (sess->timelines, aTimeline));
CHECK ( contains (sess->sequences, theSeq)); // unaffected
}
void
verify_removalSequence()
{
PSess sess (Session::current);
AssetManager& assetM (AssetManager::instance());
CHECK (sess->isValid());
uint num_timelines = sess->timelines.size();
uint num_sequences = sess->sequences.size();
// create a new timeline, bound to a new sequence...
PTimeline aTimeline (asset::Struct::create (Query<Timeline> ()));
PSequence aSequence (aTimeline->getSequence());
CHECK (num_timelines + 1 == sess->timelines.size());
CHECK (num_sequences + 1 == sess->sequences.size());
RBinding binding = aTimeline->getBinding();
RTrack rootTrack = aSequence->getTracks();
CHECK (rootTrack);
CHECK (binding);
CHECK (aSequence == binding->getSequence());
CHECK (assetM.known (aTimeline->getID()));
CHECK (assetM.known (aSequence->getID()));
// purging the sequence cascades to all linked entities
assetM.remove (aSequence->getID()); //////////////TICKET #550
CHECK (!assetM.known (aTimeline->getID()));
CHECK (!assetM.known (aSequence->getID()));
CHECK (!rootTrack);
CHECK (!binding);
CHECK (num_timelines == sess->timelines.size());
CHECK (num_sequences == sess->sequences.size());
CHECK (!contains (sess->timelines, aTimeline));
CHECK (!contains (sess->sequences, aSequence));
CHECK (1 == aTimeline.use_count());
CHECK (1 == aSequence.use_count());
}
void
indirect_SequenceHandling()
{
PSess sess (Session::current);
AssetManager& assetM (AssetManager::instance());
CHECK (sess->isValid());
uint num_sequences = sess->sequences.size();
RTrack someTrack = sess->sequences[0]->getTracks();
// indirectly cause a new sequence to come to life...
RTrack newTrack = sess->getRoot().attach (someTrack); // attach new Placement<Track> to root scope
CHECK (newTrack != someTrack); // it's a new placement
CHECK (num_sequences + 1 == sess->sequences.size()); // this root-attachment created a new sequence by sideeffect
PSequence aSequence = sess->sequences[num_sequences];
CHECK (newTrack == aSequence->getTracks());
CHECK (newTrack);
CHECK (someTrack);
CHECK (assetM.known (aSequence->getID()));
//TODO maybe even bind it into a new timeline. Then verify this new timeline gets removed alongside with the sequence below!
// just moving the new track away from root position
// causes the sequence to disappear
newTrack.getPlacement().chain (someTrack, Time(20)); /////////////////TICKET #555 does moving by placement really work this way??
//TODO how to verify the changed placement??
CHECK (!assetM.known (aSequence->getID()));
CHECK (num_sequences == sess->sequences.size());
CHECK (!contains (sess->sequences, aSequence));
CHECK (someTrack);
CHECK (newTrack);
}
};
/** Register this test class... */
LAUNCHER (TimelineSequenceHandling_test, "unit session");
}}} // namespace mobject::session::test