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)
143 lines
5.3 KiB
C++
143 lines
5.3 KiB
C++
/*
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SessionStructure(Test) - verifying basic Session/Model structure
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Copyright (C) Lumiera.org
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2008, 2011, 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 session-structure-test.cpp
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** unit test \ref SessionStructure_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/fixture/fixture.hpp" // TODO only temporarily needed
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#include "steam/assetmanager.hpp" //////??
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#include "steam/asset/timeline.hpp"
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#include "steam/asset/sequence.hpp"
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//#include "lib/format-cout.hpp"
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#include "lib/util.hpp"
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using util::isSameObject;
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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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using proc_interface::AssetManager;
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using proc_interface::PAsset;
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using asset::PTimeline;
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using asset::PSequence;
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/***************************************************************************//**
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* @test access the current session and verify the correct
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* structure of the most important components: The session
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* contains an Sequence, we can get at the Fixture, we have at least
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* one Fork and the corresponding Fork-ID (asset) can be retrieved.
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* @todo define further criteria to be checked
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* @todo implement Sequence, Fixture, Session#rebuildFixture, handling of EntryID<Fork>
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*/
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class SessionStructure_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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Session::current.reset();
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CHECK (Session::current.isUp());
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verify_defaultStructure();
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}
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void
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verify_defaultStructure()
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{
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PSess sess = Session::current;
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CHECK (sess->isValid());
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UNIMPLEMENTED("the real standard structure of the session"); //////////////////////////TICKET #499
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#if false //////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #546
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/////TODO the following is code from the old session mockup... try to rephrase it into the new (real) session API
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//
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CHECK (0 <= sess->currEDL().size()); // TODO implement
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CHECK (0 <= sess->getFixture()->size()); // TODO implement
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CHECK (sess->currEDL().getTracks()->isValid());
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// PAsset track = sess->currEDL().getTracks()[0]; // TODO obsolete
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// AssetManager& aMang = AssetManager::instance();
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// CHECK (track == aMang.getAsset (track->getID()));
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#endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #546
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UNIMPLEMENTED ("how to refer to tracks...");
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CHECK (0 < sess->timelines.size());
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PTimeline til = sess->timelines[0];
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CHECK (0 < sess->sequences.size());
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PSequence seq = sess->sequences[0];
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#if false //////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #546
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CHECK (isSameObject (seq, til->getSequence()));
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//verify default timeline
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Axis& axis = til->getAxis();
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CHECK (Time(0) == axis.origin());
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CHECK (Time(0) == til->length()); ////////////////////////TICKET #177
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//verify global pipes
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//TODO
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//verify default sequence
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RFork rootFork = seq->rootFork();
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CHECK (rootFork->isValid());
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CHECK (Time(0) == rootFork->length());
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CHECK (0 == rootFork->subForks.size());
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CHECK (0 == rootFork->clips.size());
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//TODO verify the output slots of the sequence
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//TODO now use the generic query API to discover the same structure.
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CHECK (til == *(sess->all<Timeline>()));
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CHECK (seq == *(sess->all<Sequence>()));
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CHECK (rootFork == *(sess->all<Fork>()));
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CHECK (! sess->all<Clip>());
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QueryFocus& focus = sess->focus();
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CHECK (rootFork == focus.getObject());
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focus.navigate (til);
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CHECK (til.getBinding() == focus.getObject());
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CHECK (rootFork == *(focus.children()));
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#endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #546
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}
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};
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/** Register this test class... */
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LAUNCHER (SessionStructure_test, "unit session");
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}}}} // namespace steam::mobject::session::test
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