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blender-archive/source/blender/blenloader/tests/blendfile_loading_base_test.cc
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

161 lines
3.8 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2019 Blender Foundation. */
#include "blendfile_loading_base_test.h"
#include "MEM_guardedalloc.h"
#include "BKE_appdir.h"
#include "BKE_blender.h"
#include "BKE_callbacks.h"
#include "BKE_context.h"
#include "BKE_global.h"
#include "BKE_idtype.h"
#include "BKE_image.h"
#include "BKE_main.h"
#include "BKE_mball_tessellate.h"
#include "BKE_modifier.h"
#include "BKE_node.h"
#include "BKE_scene.h"
#include "BKE_vfont.h"
#include "BLI_path_util.h"
#include "BLI_threads.h"
#include "BLO_readfile.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_build.h"
#include "DNA_genfile.h" /* for DNA_sdna_current_init() */
#include "DNA_windowmanager_types.h"
#include "IMB_imbuf.h"
#include "ED_datafiles.h"
#include "RNA_define.h"
#include "WM_api.h"
#include "wm.h"
#include "GHOST_Path-api.h"
#include "CLG_log.h"
void BlendfileLoadingBaseTest::SetUpTestCase()
{
testing::Test::SetUpTestCase();
/* Minimal code to make loading a blendfile and constructing a depsgraph not crash, copied from
* main() in creator.c. */
CLG_init();
BLI_threadapi_init();
DNA_sdna_current_init();
BKE_blender_globals_init();
BKE_idtype_init();
BKE_appdir_init();
IMB_init();
BKE_modifier_init();
DEG_register_node_types();
RNA_init();
BKE_node_system_init();
BKE_callback_global_init();
BKE_vfont_builtin_register(datatoc_bfont_pfb, datatoc_bfont_pfb_size);
G.background = true;
G.factory_startup = true;
/* Allocate a dummy window manager. The real window manager will try and load Python scripts from
* the release directory, which it won't be able to find. */
ASSERT_EQ(G.main->wm.first, nullptr);
G.main->wm.first = MEM_callocN(sizeof(wmWindowManager), __func__);
}
void BlendfileLoadingBaseTest::TearDownTestCase()
{
if (G.main->wm.first != nullptr) {
MEM_freeN(G.main->wm.first);
G.main->wm.first = nullptr;
}
/* Copied from WM_exit_ex() in wm_init_exit.c, and cherry-picked those lines that match the
* allocation/initialization done in SetUpTestCase(). */
BKE_blender_free();
RNA_exit();
DEG_free_node_types();
GHOST_DisposeSystemPaths();
DNA_sdna_current_free();
BLI_threadapi_exit();
BKE_blender_atexit();
BKE_tempdir_session_purge();
BKE_appdir_exit();
CLG_exit();
testing::Test::TearDownTestCase();
}
void BlendfileLoadingBaseTest::TearDown()
{
BKE_mball_cubeTable_free();
depsgraph_free();
blendfile_free();
testing::Test::TearDown();
}
bool BlendfileLoadingBaseTest::blendfile_load(const char *filepath)
{
const std::string &test_assets_dir = blender::tests::flags_test_asset_dir();
if (test_assets_dir.empty()) {
return false;
}
char abspath[FILENAME_MAX];
BLI_path_join(abspath, sizeof(abspath), test_assets_dir.c_str(), filepath, NULL);
BlendFileReadReport bf_reports = {nullptr};
bfile = BLO_read_from_file(abspath, BLO_READ_SKIP_NONE, &bf_reports);
if (bfile == nullptr) {
ADD_FAILURE() << "Unable to load file '" << filepath << "' from test assets dir '"
<< test_assets_dir << "'";
return false;
}
return true;
}
void BlendfileLoadingBaseTest::blendfile_free()
{
if (bfile == nullptr) {
return;
}
wmWindowManager *wm = static_cast<wmWindowManager *>(bfile->main->wm.first);
if (wm != nullptr) {
wm_close_and_free(nullptr, wm);
}
BLO_blendfiledata_free(bfile);
bfile = nullptr;
}
void BlendfileLoadingBaseTest::depsgraph_create(eEvaluationMode depsgraph_evaluation_mode)
{
depsgraph = DEG_graph_new(
bfile->main, bfile->curscene, bfile->cur_view_layer, depsgraph_evaluation_mode);
DEG_graph_build_from_view_layer(depsgraph);
BKE_scene_graph_update_tagged(depsgraph, bfile->main);
}
void BlendfileLoadingBaseTest::depsgraph_free()
{
if (depsgraph == nullptr) {
return;
}
DEG_graph_free(depsgraph);
depsgraph = nullptr;
}