This resolves a long-standing issue: we could not use proper include paths for test-helper code that was defined alongside the tests. Since some test-helper code must now be relocated into the »Vault«-Layer, I took the opportunity to finally resolve this annoyance. The solution is two-fold * introduce a dedicated test-support library * remove the quirks that were necessary to support some plain-C tests Together, this allows to raise the include-directory by one level, and then to adjust all folder names so that they match the namespace
118 lines
3.1 KiB
C++
118 lines
3.1 KiB
C++
/*
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CommandBasic(Test) - checking simple SteamDispatcher command definition and execution
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Copyright (C)
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2009, 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 command-basic-test.cpp
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** unit test \ref CommandBasic_test
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*/
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#include "test/run.hpp"
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#include "steam/control/command-def.hpp"
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#include "lib/time/timevalue.hpp"
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#include "lib/p.hpp"
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namespace steam {
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namespace control {
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namespace test {
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using lib::P;
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using lib::makeP;
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using lib::time::Time;
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using lib::time::TimeVar;
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using lib::time::TimeValue;
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using lib::time::Offset;
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namespace { // functions to be invoked through the command system
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void
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operate (P<TimeVar> dummyObj, int randVal)
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{
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*dummyObj += TimeValue(randVal);
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}
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Offset
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capture (P<TimeVar> dummyObj, int)
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{
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return Offset{*dummyObj};
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}
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void
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undoIt (P<TimeVar> dummyObj, int, Offset oldVal)
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{
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*dummyObj = oldVal;
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}
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}
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/***********************************************************************//**
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* @test basic usage of the Steam-Layer command dispatch system.
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* Shows how to define a simple command inline and how to
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* trigger execution and UNDO. Verifies the command action
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* takes place and is reverted again by the UNDO function.
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*
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* This is a simplified demonstration. Usually, commands would be defined
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* in bulk and without specifying parameters. Later, typically client code
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* accesses a handle by ID, binds to the concrete argument and dispatches
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* the invocation. Note in this example that by using a smart-ptr as
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* argument allows accessing an object by reference and late binding.
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*
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* @see control::Command
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* @see control::CommandDef
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* @see control::SteamDispatcher
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*/
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class CommandBasic_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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seedRand();
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int randVal{rani(10) - 5};
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Time five(TimeValue(5));
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TimeValue randomTime(randVal);
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auto obj = makeP<TimeVar>(five);
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CommandDef ("test.command1")
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.operation (operate)
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.captureUndo (capture)
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.undoOperation (undoIt)
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.bind (obj, randVal)
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;
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Command ourCmd = Command::get("test.command1");
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// invoke the command
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CHECK (*obj == five);
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ourCmd();
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CHECK (*obj == five + randomTime);
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// undo the effect of the command
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ourCmd.undo();
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CHECK (*obj == five);
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}
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};
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/** Register this test class... */
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LAUNCHER (CommandBasic_test, "unit controller");
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}}} // namespace steam::control::test
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