100 lines
3.3 KiB
C++
100 lines
3.3 KiB
C++
/*
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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
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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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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*
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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 Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2020 Blender Foundation
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* All rights reserved.
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*/
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#include "BKE_appdir.h"
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#include "BKE_asset_catalog.hh"
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#include "BKE_asset_library.hh"
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#include "asset_library_service.hh"
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#include "CLG_log.h"
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#include "testing/testing.h"
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namespace blender::bke::tests {
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class AssetLibraryServiceTest : public testing::Test {
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public:
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static void SetUpTestSuite()
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{
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CLG_init();
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}
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static void TearDownTestSuite()
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{
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CLG_exit();
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}
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void TearDown() override
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{
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AssetLibraryService::destroy();
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}
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};
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TEST_F(AssetLibraryServiceTest, bke_asset_library_load)
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{
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const std::string test_files_dir = blender::tests::flags_test_asset_dir();
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if (test_files_dir.empty()) {
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FAIL();
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}
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/* Load the asset library. */
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const std::string library_path = test_files_dir + "/" + "asset_library";
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::AssetLibrary *library_c_ptr = BKE_asset_library_load(library_path.data());
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ASSERT_NE(nullptr, library_c_ptr);
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/* Check that it can be cast to the C++ type and has a Catalog Service. */
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blender::bke::AssetLibrary *library_cpp_ptr = reinterpret_cast<blender::bke::AssetLibrary *>(
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library_c_ptr);
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AssetCatalogService *service = library_cpp_ptr->catalog_service.get();
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ASSERT_NE(nullptr, service);
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/* Check that the catalogs defined in the library are actually loaded. This just tests one single
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* catalog, as that indicates the file has been loaded. Testing that that loading went OK is for
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* the asset catalog service tests. */
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const bUUID uuid_poses_ellie("df60e1f6-2259-475b-93d9-69a1b4a8db78");
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AssetCatalog *poses_ellie = service->find_catalog(uuid_poses_ellie);
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ASSERT_NE(nullptr, poses_ellie) << "unable to find POSES_ELLIE catalog";
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EXPECT_EQ("character/Ellie/poselib", poses_ellie->path.str());
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}
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TEST_F(AssetLibraryServiceTest, load_nonexistent_directory)
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{
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const std::string test_files_dir = blender::tests::flags_test_asset_dir();
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if (test_files_dir.empty()) {
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FAIL();
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}
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/* Load the asset library. */
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const std::string library_path = test_files_dir + "/" +
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"asset_library/this/subdir/does/not/exist";
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::AssetLibrary *library_c_ptr = BKE_asset_library_load(library_path.data());
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ASSERT_NE(nullptr, library_c_ptr);
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/* Check that it can be cast to the C++ type and has a Catalog Service. */
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blender::bke::AssetLibrary *library_cpp_ptr = reinterpret_cast<blender::bke::AssetLibrary *>(
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library_c_ptr);
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AssetCatalogService *service = library_cpp_ptr->catalog_service.get();
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ASSERT_NE(nullptr, service);
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/* Check that the catalog service doesn't have any catalogs. */
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EXPECT_TRUE(service->is_empty());
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}
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} // namespace blender::bke::tests
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