The Fixture and the low-level model backbone deserve a distinct namespace on their own. Since it's built by the Builder from the Session contents, and also used by the frame dispatch, we can expect dependence on some types from Steam-Layer, and thus this namespace needs to reside in Steam-Layer rather, while the actual low-level Model might become part of Vault-Layer, creating a hierarchy of data structures. (Remark: likely also the session related namespaces will need a reorganisation)
96 lines
3.3 KiB
C++
96 lines
3.3 KiB
C++
/*
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DeleteClip(Test) - removing an Clip-MObject from the Session
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Copyright (C) Lumiera.org
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2008, 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 deletecliptest.cpp
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** unit test \ref DeleteClip_test
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*/
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#include "lib/test/run.hpp"
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#include "steam/assetmanager.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 "steam/mobject/session/clip.hpp" // TODO: really neded?
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#include "lib/format-cout.hpp"
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//#include "lib/util.hpp"
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//using std::string;
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using std::dynamic_pointer_cast; //////////////////// TODO only temp
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using proc_interface::AssetManager;
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using proc_interface::PAsset;
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using proc_interface::IDA;
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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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* @test removing a test clip from the Session/Model.
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* @see mobject::session::Clip
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* @see mobject::Session
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*
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* @todo ////////////////////////////////////////////////TICKET #499
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*/
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class DeleteClip_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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buildTestsession1();
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PSess sess = Session::current;
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AssetManager& aMang = AssetManager::instance();
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UNIMPLEMENTED("typesafe searching for MObjects in the Session");
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#if false /////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #639 : work out how to search within the Model!!
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PClipMO clipPlacement = sess->currEDL().find(SESSION1_CLIP);
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// global Var assigned in buildTestsession1()
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PMedia media = clipPlacement->getMedia();
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IDA clipAID = media->getID();
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CHECK (clipPlacement);
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sess->remove (clipPlacement);
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CHECK (!sess->currEDL().find(SESSION1_CLIP)); // Session forgot the Clip/Placement
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CHECK (!aMang.known (clipAID)); // corresponding Clip Asset has disappeared
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CHECK (!clipPlacement->getMedia()); // internal cross-links removed
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#endif /////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #639 : work out how to search within the Model!!
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}
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};
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/** Register this test class... */
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LAUNCHER (DeleteClip_test, "function session");
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}}}} // namespace steam::mobject::session::test
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