/** * @file MachineTest.cpp * @author Charles Owen */ #include "pch.h" #include "gtest/gtest.h" #include #include #include #include #include // Test fixture that creates an audio engine to use class MachineTest : public ::testing::Test { protected: // The audio engine to use ma_engine mAudioEngine; void SetUp() override { auto result = ma_engine_init(NULL, &mAudioEngine); ASSERT_EQ(result, MA_SUCCESS); } void TearDown() override { ma_engine_uninit(&mAudioEngine); } }; TEST_F(MachineTest, Constructor) { MachineSystemFactory factory(L".", &mAudioEngine); auto machine = factory.CreateMachineSystem(); ASSERT_NE(nullptr, machine); } TEST_F(MachineTest, Location) { MachineSystemFactory factory(L".", &mAudioEngine); auto machine = factory.CreateMachineSystem(); machine->SetLocation(wxPoint(123, 456)); auto position = machine->GetLocation(); ASSERT_EQ(123, position.x); ASSERT_EQ(456, position.y); } TEST_F(MachineTest, MachineTime) { MachineSystemFactory factory(L".", &mAudioEngine); auto machine = factory.CreateMachineSystem(); machine->SetFrameRate(30); machine->SetMachineFrame(123); ASSERT_NEAR(123.0 / 30.0, machine->GetMachineTime(), 0.001); // Different frame rate machine->SetFrameRate(15); machine->SetMachineFrame(201); ASSERT_NEAR(201.0 / 15.0, machine->GetMachineTime(), 0.001); } TEST_F(MachineTest, MachineNumber) { MachineSystemFactory factory(L".", &mAudioEngine); auto machine = factory.CreateMachineSystem(); // Try machine number 1 machine->SetMachineNumber(1); ASSERT_EQ(1, machine->GetMachineNumber()); // Try machine number 2 machine->SetMachineNumber(2); ASSERT_EQ(2, machine->GetMachineNumber()); // Ensure we can go back to machine number 1 machine->SetMachineNumber(1); ASSERT_EQ(1, machine->GetMachineNumber()); } TEST_F(MachineTest, AddComponent) { MachineSystemFactory factory(L".", &mAudioEngine); auto machineSys = factory.CreateMachineSystem(); }