LUMIERA.clone/tests/steam/control/command-basic-test.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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/*
CommandBasic(Test) - checking simple SteamDispatcher command definition and execution
Copyright (C)
2009, 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 command-basic-test.cpp
** unit test \ref CommandBasic_test
*/
#include "test/run.hpp"
#include "steam/control/command-def.hpp"
#include "lib/time/timevalue.hpp"
#include "lib/p.hpp"
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)
{
seedRand();
int randVal{rani(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