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