lumiera_documentation/tests/steam/asset/compoundmediatest.cpp
Ichthyostega 3caa5cfb03 Tests: reorganise test folders
This resolves a long-standing issue:
we could not use proper include paths for test-helper code that was defined alongside the tests.

Since some test-helper code must now be relocated into the »Vault«-Layer,
I took the opportunity to finally resolve this annoyance. The solution is two-fold
 * introduce a dedicated test-support library
 * remove the quirks that were necessary to support some plain-C tests
Together, this allows to raise the include-directory by one level,
and then to adjust all folder names so that they match the namespace
2026-03-07 00:56:19 +01:00

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/*
CompoundMedia(Test) - handling multichannel Media Assets
Copyright (C)
2008, Hermann Vosseler <Ichthyostega@web.de>
  **Lumiera** 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. See the file COPYING for further details.
* *****************************************************************/
/** @file compoundmediatest.cpp
** unit test \ref CompoundMedia_test
*/
#include "include/logging.h"
#include "test/run.hpp"
#include "lib/util.hpp"
#include "steam/assetmanager.hpp"
#include "steam/asset/media.hpp"
#include "steam/asset/proc.hpp"
#include "steam/asset/asset-diagnostics.hpp"
using util::isnil;
using std::string;
namespace steam {
namespace asset{
namespace test {
/*******************************************************************//**
* Verifying the special operations available for compound media assets
* comprised of several elementary media assets.
*/
class CompoundMedia_test : public Test
{
virtual void run(Arg arg)
{
buildCompound();
modifyCompound();
verifyClipStructure();
if (!isnil (arg))
dumpAssetManager();
TRACE (asset_mem, "leaving CreateAsset_test::run()");
}
typedef shared_ptr<asset::Media> PM;
/** @test building a compound media asset by using a special
* factory, normally intended for loading existing sessions.
*/
void buildCompound()
{
UNIMPLEMENTED ("create new compound media");
}
/** @test adding and removing elementary media.
*/
void modifyCompound()
{
UNIMPLEMENTED ("add and remove elementary media to compound media asset");
}
/** @test create a (compound) clip from some compound media asset
* and verify the clip mirrors the media asset's structure
*/
void verifyClipStructure()
{
UNIMPLEMENTED ("create compound clip from compound media and verify structure");
}
bool checkProperties (PM object, Asset::Ident identity, string filename)
{
return identity == object->ident
and filename == object->getFilename();
}
};
/** Register this test class... */
LAUNCHER (CompoundMedia_test, "unit asset");
}}} // namespace steam::asset::test