...hard to tackle... The idea is to wrap the TreeExplorer builder, so that our specific builder functions can delegated to the (inherited) generic builder functions and would just need to supply some cleverly bound lambdas. However, resulting types are recursive, which does not play nice with type inference, and working around that problem leads to capturing a self reference, which at time of invocation is already invalidated (due to moving the whole pipeline into the final storage)
108 lines
3.3 KiB
C++
108 lines
3.3 KiB
C++
/*
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DummyPlayConnection(Test) - create and verify a simplified test render engine setup
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Copyright (C) Lumiera.org
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2012, Hermann Vosseler <Ichthyostega@web.de>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of
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the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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* *****************************************************/
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/** @file dummy-play-connection-test.cpp
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** unit test \ref DummyPlayConnection_test
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*/
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#include "lib/test/run.hpp"
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#include "steam/play/dummy-play-connection.hpp"
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#include "include/play-facade.hpp"
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#include "lib/time/control.hpp"
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namespace steam {
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namespace play {
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namespace test {
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namespace time = lib::time;
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using steam::engine::BuffHandle;
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//using steam::engine::test::testData;
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//using steam::engine::test::TestFrame;
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using lumiera::Play;
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typedef time::Control<time::Duration> DurationControl;
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typedef DummyPlayConnection<PlayTestFrames_Strategy> DummyPlayer;
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/***************************************************************//**
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* @test verify the OutputSlot interface and base implementation
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* by performing full data exchange cycle. This is a
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* kind of "dry run" for documentation purposes,
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* both the actual OutputSlot implementation
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* as the client using this slot are Mocks.
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*/
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class DummyPlayConnection_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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verify_simulatedPlayback();
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}
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void
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verify_simulatedPlayback()
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{
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DummyPlayer dummy;
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CHECK (!dummy.isWired());
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Play::Controller player
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= Play::facade().perform ( dummy.getAllModelPorts()
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, dummy.provide_testOutputSlot());
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CHECK ( dummy.isWired());
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DurationControl playDuration;
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player.controlDuration (playDuration);
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// configure the controller to playback only for a fixed time duration
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playDuration (dummy.getPlannedTestDuration());
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CHECK (!player.is_playing());
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player.play(true); // hit the start button
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CHECK (player.is_playing());
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dummy.waitUntilDue(); // test helper: block waiting until planned test should be done
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CHECK (!player.is_playing()); // should have returned to pause, since we've set a fixed playback duration
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CHECK (dummy.isWired());
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player.close();
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CHECK (!dummy.isWired());
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CHECK (dummy.gotCorrectOutput());
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}
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};
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/** Register this test class... */
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LAUNCHER (DummyPlayConnection_test, "unit player");
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}}} // namespace steam::play::test
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