#include "../gridlogic.hxx" #include "../jack.hxx" #include "../looperclip.hxx" extern Jack* jack; #ifdef BUILD_TESTS #include "../config.hxx" #include "qunit.hxx" int GridLogic::runTests() { QUnit::UnitTest qunit( QUnit::verbose ); int t = 0; int s = 0; LooperClip* lc = jack->getLooper( t )->getClip( s ); /// LA lc->init(); GridLogic::State s1 = lc->getState(); /// SCENE LAUNCH lc->init(); jack->getGridLogic()->launchScene( s ); QUNIT_IS_TRUE( jack->getGridLogic()->getLaunchedScene() == s ); /* /// PAD STATE CHECKSfds // empty -> recording lc->init(); QUNIT_IS_TRUE( lc->getState() == GridLogic::STATE_EMPTY ); jack->getGridLogic()->pressed( t, s ); jack->getGridLogic()->released( t, s ); QUNIT_IS_TRUE( lc->getState() == GridLogic::STATE_RECORD_QUEUED ); jack->getGridLogic()->bar(); QUNIT_IS_TRUE( lc->getState() == GridLogic::STATE_RECORDING ); // recording -> playing jack->getGridLogic()->pressed( t, s ); jack->getGridLogic()->released( t, s ); QUNIT_IS_TRUE( lc->getState() == GridLogic::STATE_PLAY_QUEUED ); jack->getGridLogic()->bar(); QUNIT_IS_TRUE( lc->getState() == GridLogic::STATE_PLAYING ); // playing -> stopped jack->getGridLogic()->pressed( t, s ); jack->getGridLogic()->released( t, s ); QUNIT_IS_TRUE( lc->getState() == GridLogic::STATE_STOP_QUEUED ); jack->getGridLogic()->bar(); QUNIT_IS_TRUE( lc->getState() == GridLogic::STATE_STOPPED ); // stopped -> playing jack->getGridLogic()->pressed( t, s ); jack->getGridLogic()->released( t, s ); QUNIT_IS_TRUE( lc->getState() == GridLogic::STATE_PLAY_QUEUED ); jack->getGridLogic()->bar(); QUNIT_IS_TRUE( lc->getState() == GridLogic::STATE_PLAYING ); */ return qunit.errors(); } #endif // BUILD_TESTS