LUMIERA.clone/tests/core/steam/engine/node-basic-test.cpp

110 lines
3 KiB
C++

/*
NodeBasic(Test) - unit test covering render node basic lifecycle and usage
Copyright (C) Lumiera.org
2009, 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.
* *****************************************************/
/** @file node-basic-test.cpp
** unit test \ref NodeBasic_test
*/
#include "lib/test/run.hpp"
#include "steam/engine/nodefactory.hpp"
#include "steam/engine/nodewiring.hpp"
#include "steam/engine/stateproxy.hpp"
#include "steam/engine/channel-descriptor.hpp"
#include "steam/mobject/session/effect.hpp"
#include "lib/allocation-cluster.hpp"
//#include "lib/format-cout.hpp"
//#include "lib/util.hpp"
//using std::string;
namespace steam {
namespace engine{
namespace test {
using lib::AllocationCluster;
using mobject::session::PEffect;
namespace { // Test fixture
/**
* Mock State/Invocation object.
* Used as a replacement for the real RenderInvocation,
* so the test can verify that calculations are actually
* happening in correct order.
*/
class TestContext
: public StateProxy
{
//////////////TODO: facility to verify the right access operations get called
};
inline PEffect
createTestEffectMObject()
{
UNIMPLEMENTED ("how to create a dummy Effect for tests");
}
}
/***************************************************************//**
* @test basic render node properties and behaviour.
*/
class NodeBasic_test : public Test
{
virtual void run(Arg)
{
UNIMPLEMENTED ("build a simple render node and then activate it");
AllocationCluster alloc;
NodeFactory nodeFab(alloc);
ProcNode * testSource; ///////////TODO: how to fabricate a test-Node???
WiringSituation setup(testSource);
PEffect pEffect = createTestEffectMObject();
ProcNode* pNode = nodeFab (pEffect, setup);
CHECK (pNode);
TestContext simulatedInvocation;
BuffHandle result = pNode->pull(simulatedInvocation, 0);
CHECK (result);
// CHECK we got calculated data in the result buffer
}
};
/** Register this test class... */
LAUNCHER (NodeBasic_test, "unit engine");
}}} // namespace steam::engine::test