/* * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2020 Blender Foundation * All rights reserved. */ #include "BKE_appdir.h" #include "BKE_asset_catalog.hh" #include "BKE_asset_library.hh" #include "BKE_callbacks.h" #include "asset_library_service.hh" #include "CLG_log.h" #include "testing/testing.h" namespace blender::bke::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 { AssetLibraryService::destroy(); } }; TEST_F(AssetLibraryTest, bke_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 = BKE_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. */ blender::bke::AssetLibrary *library_cpp_ptr = reinterpret_cast( 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 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 = BKE_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. */ blender::bke::AssetLibrary *library_cpp_ptr = reinterpret_cast( 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::bke::tests