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{
Copyright 2004-2017 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" 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.
----------------------------------------------------------------------------
}
{ Test FGL unit. }
unit TestFGL;
interface
uses
Classes, SysUtils, fpcunit, testutils, testregistry, FGL;
type
TTestObjectsList = class(TTestCase)
procedure TestObjectsList;
end;
implementation
uses CastleUtils, CastleClassUtils;
type
TItem = class
Str: string;
end;
TItemList = class(specialize TFPGObjectList<TItem>)
{ For each item of the list, delete all it's duplicates. }
procedure DeleteDuplicates;
procedure AddList(Source: TItemList);
end;
procedure TItemList.DeleteDuplicates;
function IndexOf(Item: TItem; StartIndex: Integer): Integer;
begin
for result := StartIndex to Count - 1 do
if Item = Items[result] then exit;
result := -1;
end;
{ Set to @nil (never freeing) given item on TFPGObjectList. }
procedure FPGObjectList_NilItem(List: TFPSList; I: Integer);
begin
{ Do not set the list item by normal List.Items, as it will cause
freeing the item, once http://bugs.freepascal.org/view.php?id=19854
is fixed (it is fixed in FPC > 2.6.0). }
PPointer(List.List)[I] := nil;
end;
var
I, Index: integer;
begin
I := 0;
while I < Count do
begin
Index := I + 1;
repeat
Index := IndexOf(Items[I], Index);
if Index = -1 then Break;
// even in case the list has FreeObjects, this needs to nil *without freeing*
if FreeObjects then
FPGObjectList_NilItem(Self, Index)
else
// we could use FPGObjectList_NilItem(Self, Index) here too,
// but we can also make non-hacky assignment to nil.
Items[Index] := nil;
Delete(Index);
until false;
Inc(I);
end;
end;
procedure TItemList.AddList(Source: TItemList);
var
OldCount: Integer;
begin
OldCount := Count;
Count := Count + Source.Count;
if Source.Count <> 0 then
System.Move(Source.List^[0], List^[OldCount], SizeOf(Pointer) * Source.Count);
end;
procedure TTestObjectsList.TestObjectsList;
var ol, ol2: TItemList;
begin
ol := TItemList.Create(false);
try ol.Add(TItem.Create); ol[0].Str := 'foo'; ol[0].Free;
finally ol.Free end;
ol := TItemList.Create(false);
try ol.Add(TItem($454545)); ol.Delete(0);
finally ol.Free end;
ol := TItemList.Create(true);
try ol.Add(TItem.Create); ol.Clear;
finally ol.Free end;
ol := TItemList.Create(true);
try ol.Add(nil); ol.Clear;
finally ol.Free end;
ol := TItemList.Create(true);
try
ol.Add(TItem.Create); ol.Last.Str := 'first item';
ol2 := TItemList.Create(false);
try
ol2.Add(TItem.Create); ol2.Last.Str := 'one';
ol2.Add(TItem.Create); ol2.Last.Str := 'two';
ol.AddList(ol2);
finally ol2.Free end;
ol.Clear;
finally ol.Free end;
ol := TItemList.Create(true);
try
ol.Add(TItem.Create); ol.Last.Str := 'first item';
ol2 := TItemList.Create(false);
try
ol2.Add(TItem.Create); ol2.Last.Str := 'one';
ol2.Add(TItem.Create); ol2.Last.Str := 'two';
ol.AddList(ol2);
ol.AddList(ol2);
finally ol2.Free end;
AssertTrue(ol.Count = 5);
AssertTrue(ol[0].Str = 'first item');
AssertTrue(ol[1].Str = 'one');
AssertTrue(ol[2].Str = 'two');
AssertTrue(ol[3].Str = 'one');
AssertTrue(ol[4].Str = 'two');
AssertTrue(ol[1] = ol[3]); { (1 i 3) i (2 i 4) to te same obiekty. }
AssertTrue(ol[2] = ol[4]);
{ delete dups, preventing Clear from Freeing two times the same reference }
ol.DeleteDuplicates;
ol.Clear;
finally ol.Free end;
end;
initialization
RegisterTest(TTestObjectsList);
end.
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