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blender-archive/source/blender/asset_system/tests/asset_library_test.cc

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C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2020 Blender Foundation. All rights reserved. */
#include "AS_asset_catalog.hh"
#include "AS_asset_library.h"
#include "AS_asset_library.hh"
#include "BKE_callbacks.h"
#include "asset_library_service.hh"
#include "CLG_log.h"
#include "testing/testing.h"
namespace blender::asset_system::tests {
class AssetLibraryTest : public testing::Test {
public:
static void SetUpTestSuite()
{
CLG_init();
BKE_callback_global_init();
}
static void TearDownTestSuite()
{
CLG_exit();
BKE_callback_global_finalize();
}
void TearDown() override
{
asset_system::AssetLibraryService::destroy();
}
};
TEST_F(AssetLibraryTest, AS_asset_library_load)
{
const std::string test_files_dir = blender::tests::flags_test_asset_dir();
if (test_files_dir.empty()) {
FAIL();
}
/* Load the asset library. */
const std::string library_path = test_files_dir + "/" + "asset_library";
::AssetLibrary *library_c_ptr = AS_asset_library_load(library_path.data());
ASSERT_NE(nullptr, library_c_ptr);
/* Check that it can be cast to the C++ type and has a Catalog Service. */
asset_system::AssetLibrary *library_cpp_ptr = reinterpret_cast<asset_system::AssetLibrary *>(
library_c_ptr);
AssetCatalogService *service = library_cpp_ptr->catalog_service.get();
ASSERT_NE(nullptr, service);
/* Check that the catalogs defined in the library are actually loaded. This just tests one single
* catalog, as that indicates the file has been loaded. Testing that loading went OK is for
* the asset catalog service tests. */
const bUUID uuid_poses_ellie("df60e1f6-2259-475b-93d9-69a1b4a8db78");
AssetCatalog *poses_ellie = service->find_catalog(uuid_poses_ellie);
ASSERT_NE(nullptr, poses_ellie) << "unable to find POSES_ELLIE catalog";
EXPECT_EQ("character/Ellie/poselib", poses_ellie->path.str());
}
TEST_F(AssetLibraryTest, load_nonexistent_directory)
{
const std::string test_files_dir = blender::tests::flags_test_asset_dir();
if (test_files_dir.empty()) {
FAIL();
}
/* Load the asset library. */
const std::string library_path = test_files_dir + "/" +
"asset_library/this/subdir/does/not/exist";
::AssetLibrary *library_c_ptr = AS_asset_library_load(library_path.data());
ASSERT_NE(nullptr, library_c_ptr);
/* Check that it can be cast to the C++ type and has a Catalog Service. */
asset_system::AssetLibrary *library_cpp_ptr = reinterpret_cast<asset_system::AssetLibrary *>(
library_c_ptr);
AssetCatalogService *service = library_cpp_ptr->catalog_service.get();
ASSERT_NE(nullptr, service);
/* Check that the catalog service doesn't have any catalogs. */
EXPECT_TRUE(service->is_empty());
}
} // namespace blender::asset_system::tests