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blender-archive/source/blender/blenkernel/intern/asset_metadata_test.cc
Julian Eisel ea2dda306c Asset system: New asset system code module (with files from BKE)
Adds a new `source/blender/asset_system` directory and moves asset
related files from BKE to it. More asset related code can follow
(e.g. asset indexing, ED_assetlist stuff) but needs further work to
untangle it. I also kept `BKE_asset.h` and `asset.cc` as is, since they
deal with asset DNA data mostly, thus make sense in BKE.

Motivation:
- Makes the asset system design more present (term wasn't even used in
  code before).
- An `asset_system` directory is quite descriptive (trivial to identify
  core asset system features) and makes it easy to find asset code.
- Asset system is mostly runtime data, with little relation to other
  `Main`/BKE/DNA types.
- There's a lot of stuff in BKE already. It shouldn't be just a dump for
  all stuff that seems core enough.
- Being its own directly helps us be more mindful about encapsulating
  the module well, and avoiding dependencies on other modules.
- We can be more free with splitting files here than in BKE.
- In future there might be an asset system BPY module, which would then
  map quite nicely to the `asset_system` directory.

Checked with some other core devs, consensus seems that this makes
sense.
2022-11-14 12:46:34 +01:00

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C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2020 Blender Foundation. All rights reserved. */
#include "BKE_asset.h"
#include "BLI_uuid.h"
#include "DNA_asset_types.h"
#include "testing/testing.h"
namespace blender::bke::tests {
TEST(AssetMetadataTest, set_catalog_id)
{
AssetMetaData meta{};
const bUUID uuid = BLI_uuid_generate_random();
/* Test trivial values. */
BKE_asset_metadata_catalog_id_clear(&meta);
EXPECT_TRUE(BLI_uuid_is_nil(meta.catalog_id));
EXPECT_STREQ("", meta.catalog_simple_name);
/* Test simple situation where the given short name is used as-is. */
BKE_asset_metadata_catalog_id_set(&meta, uuid, "simple");
EXPECT_TRUE(BLI_uuid_equal(uuid, meta.catalog_id));
EXPECT_STREQ("simple", meta.catalog_simple_name);
/* Test white-space trimming. */
BKE_asset_metadata_catalog_id_set(&meta, uuid, " Govoriš angleško? ");
EXPECT_STREQ("Govoriš angleško?", meta.catalog_simple_name);
/* Test length trimming to 63 chars + terminating zero. */
constexpr char len66[] = "000102030405060708090a0b0c0d0e0f101112131415161718191a1b1c1d1e1f20";
constexpr char len63[] = "000102030405060708090a0b0c0d0e0f101112131415161718191a1b1c1d1e1";
BKE_asset_metadata_catalog_id_set(&meta, uuid, len66);
EXPECT_STREQ(len63, meta.catalog_simple_name);
/* Test length trimming happens after white-space trimming. */
constexpr char len68[] =
" \
000102030405060708090a0b0c0d0e0f101112131415161718191a1b1c1d1e1f20 ";
BKE_asset_metadata_catalog_id_set(&meta, uuid, len68);
EXPECT_STREQ(len63, meta.catalog_simple_name);
/* Test length trimming to 63 bytes, and not 63 characters. ✓ in UTF-8 is three bytes long. */
constexpr char with_utf8[] =
"00010203040506✓0708090a0b0c0d0e0f101112131415161718191a1b1c1d1e1f20";
BKE_asset_metadata_catalog_id_set(&meta, uuid, with_utf8);
EXPECT_STREQ("00010203040506✓0708090a0b0c0d0e0f101112131415161718191a1b1c1d",
meta.catalog_simple_name);
}
} // namespace blender::bke::tests