* 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.
68 lines
1.9 KiB
C++
68 lines
1.9 KiB
C++
/*
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TESTASSET.hpp - test asset (stub) for checking internal asset functionality
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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 testasset.hpp
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** A mock asset to support unit testing
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*/
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#ifndef ASSET_TESTASSET_H
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#define ASSET_TESTASSET_H
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#include "steam/asset.hpp"
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#include "lib/format-string.hpp"
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namespace steam {
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namespace asset{
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namespace test {
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using util::_Fmt;
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/**
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* Test(mock) asset subclass usable for hijacking a given
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* asset class (template parameter) and subsequently accessing
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* internal facilities for writing unit tests. Prerequisite
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* for using this template is that the used asset base class
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* has a (protected) ctor taking an Asset::Ident....
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*/
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template<class A>
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class TestAsset : public A
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{
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TestAsset () ;
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TestAsset (PAsset&); ///< declared dependent on the given Asset
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static void deleter (TestAsset<A>* aa) { delete aa; }
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public:
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using PA = lib::P<TestAsset<A>>;
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static PA create () { return (new TestAsset<A> )->ptrFromThis(); }
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static PA create (PAsset& pRef) { return (new TestAsset<A> (pRef))->ptrFromThis(); }
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/* === interesting asset features we want to access for tests === */
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void call_unlink () { this->unlink (); }
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void call_unlink (IDA target) { this->unlink (target); }
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void set_depend (PAsset parent) { this->defineDependency (parent); }
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private:
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PA ptrFromThis ();
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};
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}}} // namespace steam::asset::test
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#endif
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