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
136 lines
3.4 KiB
C++
136 lines
3.4 KiB
C++
/*
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AssetCategory(Test) - verifying Asset category tuple functions
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Copyright (C)
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2008, 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 asset-category-test.cpp
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** unit test \ref AssetCategory_test
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*/
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#include "test/run.hpp"
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#include "lib/format-cout.hpp"
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#include "lib/format-string.hpp"
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#include "lib/util.hpp"
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#include "steam/asset/category.hpp"
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using util::_Fmt;
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using util::isnil;
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using std::string;
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namespace steam {
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namespace asset{
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namespace test {
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/*******************************************************************//**
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* @test checking the properties of Asset Category structs.
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* They are included in the Asset::Ident identification tuple
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* of Assets and can be used to organize Assets into a tree
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* like structure
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*/
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class AssetCategory_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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createCategory();
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containmentQuery();
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ordering();
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}
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void createCategory()
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{
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Category c1 (AUDIO);
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Category c2 (VIDEO,"bin1");
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Category c3 (VIDEO,"bin1/subbin");
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Category c4 (EFFECT,"some_kind");
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_Fmt fmt ("Category: %s");
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cout << fmt % c1 << "\n";
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cout << fmt % c2 << "\n";
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cout << fmt % c3 << "\n";
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cout << fmt % c4 << "\n";
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}
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void containmentQuery()
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{
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Category c1 (VIDEO);
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Category c2 (VIDEO,"bin1");
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Category c3 (VIDEO,"bin1/subbin");
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Category c4 (EFFECT,"some_kind");
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CHECK ( c1.hasKind(VIDEO) );
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CHECK (!c1.hasKind(AUDIO) );
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CHECK ( c2.isWithin(c1) );
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CHECK ( c3.isWithin(c2) );
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CHECK ( c3.isWithin(c1) );
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CHECK (!c1.isWithin(c2) );
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CHECK (!c2.isWithin(c3) );
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CHECK (!c1.isWithin(c3) );
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CHECK (!c3.isWithin(c4) );
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CHECK (!c4.isWithin(c3) );
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}
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void ordering()
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{
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Category c1 (AUDIO);
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Category c2 (VIDEO);
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Category c3 (EFFECT);
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Category c4 (CODEC);
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Category c5 (STRUCT);
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Category c6 (META);
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CHECK (0 > c1 <=> c2 );
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CHECK (0 > c2 <=> c3 );
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CHECK (0 > c3 <=> c4 );
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CHECK (0 > c4 <=> c5 );
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CHECK (0 > c5 <=> c6 );
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CHECK (0 ==c1 <=> c1 );
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CHECK (0 > c1 <=> c6 );
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Category c21 (VIDEO,"bin1");
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Category c22 (VIDEO,"bin2");
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Category c23 (VIDEO,"bin2/sub");
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CHECK (0 > c1 <=> c21 );
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CHECK (0 > c2 <=> c21 );
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CHECK (0 < c22 <=> c21 );
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CHECK (0 < c23 <=> c22 );
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CHECK (0 < c23 <=> c21 );
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CHECK (0 ==c22 <=> c22 );
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CHECK ( c2 == c2 );
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CHECK ( c2 != c22 );
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CHECK ( c2 != c3 );
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}
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};
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/** Register this test class... */
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LAUNCHER (AssetCategory_test, "unit asset");
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}}} // namespace steam::asset::test
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