* 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.
133 lines
3.7 KiB
C++
133 lines
3.7 KiB
C++
/*
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SessionManager(Test) - accessing, loading and saving the Session/Model
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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 session-manager-test.cpp
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** unit test \ref SessionManager_test
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*/
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#include "lib/test/run.hpp"
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#include "steam/mobject/session.hpp"
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#include "steam/mobject/session/testsession1.hpp"
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//#include "lib/util.hpp"
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//using std::string;
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namespace steam {
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namespace mobject {
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namespace session {
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namespace test {
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/***************************************************************************//**
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* Check the session management operations provided by mobject::session::Session
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* This includes accessing the current Session (somewhat a singleton).
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* @todo load a Mock session
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* @todo create a session and save (serialise) it
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* @todo load a real test session
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*/
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class SessionManager_test : public Test
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{
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virtual void
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run (Arg arg)
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{
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getCurrentSession ();
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clearSession();
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loadMockSession();
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clearSession();
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buildTestsession1();
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string serialized;
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saveSession (serialized);
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loadSession (serialized);
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CHECK (checkTestsession1());
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}
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/** @test accessing the current (global) session */
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void
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getCurrentSession ()
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{
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PSess sess = Session::current;
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CHECK (sess->isValid());
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}
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/** @test clear current session contents
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* without resetting global session config.
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* @todo implement all session content, implement
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* mobject and asset deletion operations.
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*/
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void
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clearSession ()
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{
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UNIMPLEMENTED ("clear objects in current session");
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Session::current.clear();
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}
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/** @test reset global session config and start with
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* a pristine default session.
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* @todo define the "global session config", implement session default ctor
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*/
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void
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resetSession ()
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{
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UNIMPLEMENTED ("construct a pristine session");
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Session::current.reset();
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}
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/** @test use a mock session serialiser to load
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* a preconfigured test session. Verify
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* objects are wired correctly.
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* @todo implement rebuilding session, implement mock session serialiser
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*/
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void
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loadMockSession ()
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{
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UNIMPLEMENTED ("rebuild session using a mock serialiser");
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}
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/** @test load serialised session using the
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* real session serialiser implementation.
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* @param src string with serialised session data
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* @todo implement real session serialiser
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*/
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void
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loadSession (const string& src)
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{
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UNIMPLEMENTED ("loading real session");
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}
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/** @test serialise (save) the current session
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* @param dest string receiving the generated serialised stream
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* @todo implement real session serialiser
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*/
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void
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saveSession (string& dest)
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{
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UNIMPLEMENTED ("Serialise current session");
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}
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};
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/** Register this test class... */
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LAUNCHER (SessionManager_test, "function session");
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}}}} // namespace steam::mobject::session::test
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