7b1bbf6e0a
Effect loading is already tested using integration tests, for example the maximize test verifies that the maximize effect is loaded _and_ it actually does something useful when a window is maximized or restored, testScriptedEffectLoader only verifies that the effect is loaded, which is less helpful than what integration tests provide us. But perhaps the main problem with these tests is that they require us building a mockverse around them. This litters code with ifdef preprocessor directives and makes changing such code a living nightmare. Another problem with these two tests is that they cannot use OpenGL because it means mocking OpenGL, which we obviously not going to do. With integration tests, it's not a problem. The bottom line is that unit tests can be useful but they make life notoriously difficult when it comes to testing components that depend on other components. |
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.. | ||
integration | ||
libinput | ||
libkwineffects | ||
libxrenderutils | ||
tabbox | ||
CMakeLists.txt | ||
onscreennotificationtest.cpp | ||
onscreennotificationtest.h | ||
opengl_context_attribute_builder_test.cpp | ||
test_client_machine.cpp | ||
test_ftrace.cpp | ||
test_gestures.cpp | ||
test_screen_paint_data.cpp | ||
test_virtual_desktops.cpp | ||
test_window_paint_data.cpp | ||
test_x11_timestamp_update.cpp | ||
test_xcb_size_hints.cpp | ||
test_xcb_window.cpp | ||
test_xcb_wrapper.cpp | ||
test_xkb.cpp | ||
testutils.h |