/** * This file has a different license to the rest of the uGFX system. * You can copy, modify and distribute this file as you see fit. * You do not need to publish your source modifications to this file. * The only thing you are not permitted to do is to relicense it * under a different license. */ /** * Copy this file into your project directory and rename it as gfxconf.h * Edit your copy to turn on the uGFX features you want to use. * The values below are the defaults. * * Only remove the comments from lines where you want to change the * default value. This allows definitions to be included from * driver makefiles when required and provides the best future * compatibility for your project. * * Please use spaces instead of tabs in this file. */ #ifndef COMMON_GFXCONF_H #define COMMON_GFXCONF_H /////////////////////////////////////////////////////////////////////////// // GOS - One of these must be defined, preferably in your Makefile // /////////////////////////////////////////////////////////////////////////// //#define GFX_USE_OS_CHIBIOS TRUE //#define GFX_USE_OS_FREERTOS FALSE // #define GFX_FREERTOS_USE_TRACE FALSE //#define GFX_USE_OS_WIN32 FALSE //#define GFX_USE_OS_LINUX FALSE //#define GFX_USE_OS_OSX FALSE //#define GFX_USE_OS_ECOS FALSE //#define GFX_USE_OS_RAWRTOS FALSE //#define GFX_USE_OS_ARDUINO FALSE //#define GFX_USE_OS_KEIL FALSE //#define GFX_USE_OS_CMSIS FALSE //#define GFX_USE_OS_RAW32 FALSE // #define INTERRUPTS_OFF() optional_code // #define INTERRUPTS_ON() optional_code // These are not defined by default for some reason #define GOS_NEED_X_THREADS FALSE #define GOS_NEED_X_HEAP FALSE // Options that (should where relevant) apply to all operating systems #define GFX_NO_INLINE FALSE // #define GFX_COMPILER GFX_COMPILER_UNKNOWN // #define GFX_CPU GFX_CPU_UNKNOWN // #define GFX_OS_HEAP_SIZE 0 // #define GFX_OS_NO_INIT FALSE // #define GFX_OS_INIT_NO_WARNING FALSE // #define GFX_OS_PRE_INIT_FUNCTION myHardwareInitRoutine // #define GFX_OS_EXTRA_INIT_FUNCTION myOSInitRoutine // #define GFX_OS_EXTRA_DEINIT_FUNCTION myOSDeInitRoutine /////////////////////////////////////////////////////////////////////////// // GDISP // /////////////////////////////////////////////////////////////////////////// #define GFX_USE_GDISP TRUE //#define GDISP_NEED_AUTOFLUSH FALSE //#define GDISP_NEED_TIMERFLUSH FALSE //#define GDISP_NEED_VALIDATION TRUE //#define GDISP_NEED_CLIP TRUE #define GDISP_NEED_CIRCLE TRUE #define GDISP_NEED_ELLIPSE TRUE #define GDISP_NEED_ARC TRUE #define GDISP_NEED_ARCSECTORS TRUE #define GDISP_NEED_CONVEX_POLYGON TRUE //#define GDISP_NEED_SCROLL FALSE #define GDISP_NEED_PIXELREAD TRUE #define GDISP_NEED_CONTROL TRUE //#define GDISP_NEED_QUERY FALSE //#define GDISP_NEED_MULTITHREAD FALSE //#define GDISP_NEED_STREAMING FALSE #define GDISP_NEED_TEXT TRUE // #define GDISP_NEED_TEXT_WORDWRAP FALSE // #define GDISP_NEED_ANTIALIAS FALSE // #define GDISP_NEED_UTF8 FALSE #define GDISP_NEED_TEXT_KERNING TRUE // #define GDISP_INCLUDE_FONT_UI1 FALSE // #define GDISP_INCLUDE_FONT_UI2 FALSE // The smallest preferred font. // #define GDISP_INCLUDE_FONT_LARGENUMBERS FALSE // #define GDISP_INCLUDE_FONT_DEJAVUSANS10 FALSE // #define GDISP_INCLUDE_FONT_DEJAVUSANS12 FALSE // #define GDISP_INCLUDE_FONT_DEJAVUSANS16 FALSE // #define GDISP_INCLUDE_FONT_DEJAVUSANS20 FALSE // #define GDISP_INCLUDE_FONT_DEJAVUSANS24 FALSE // #define GDISP_INCLUDE_FONT_DEJAVUSANS32 FALSE #define GDISP_INCLUDE_FONT_DEJAVUSANSBOLD12 TRUE // #define GDISP_INCLUDE_FONT_FIXED_10X20 FALSE // #define GDISP_INCLUDE_FONT_FIXED_7X14 FALSE #define GDISP_INCLUDE_FONT_FIXED_5X8 TRUE // #define GDISP_INCLUDE_FONT_DEJAVUSANS12_AA FALSE // #define GDISP_INCLUDE_FONT_DEJAVUSANS16_AA FALSE // #define GDISP_INCLUDE_FONT_DEJAVUSANS20_AA FALSE // #define GDISP_INCLUDE_FONT_DEJAVUSANS24_AA FALSE // #define GDISP_INCLUDE_FONT_DEJAVUSANS32_AA FALSE // #define GDISP_INCLUDE_FONT_DEJAVUSANSBOLD12_AA FALSE // #define GDISP_INCLUDE_USER_FONTS FALSE //#define GDISP_NEED_IMAGE FALSE // #define GDISP_NEED_IMAGE_NATIVE FALSE // #define GDISP_NEED_IMAGE_GIF FALSE // #define GDISP_NEED_IMAGE_BMP FALSE // #define GDISP_NEED_IMAGE_BMP_1 FALSE // #define GDISP_NEED_IMAGE_BMP_4 FALSE // #define GDISP_NEED_IMAGE_BMP_4_RLE FALSE // #define GDISP_NEED_IMAGE_BMP_8 FALSE // #define GDISP_NEED_IMAGE_BMP_8_RLE FALSE // #define GDISP_NEED_IMAGE_BMP_16 FALSE // #define GDISP_NEED_IMAGE_BMP_24 FALSE // #define GDISP_NEED_IMAGE_BMP_32 FALSE // #define GDISP_NEED_IMAGE_JPG FALSE // #define GDISP_NEED_IMAGE_PNG FALSE // #define GDISP_NEED_IMAGE_ACCOUNTING FALSE #ifdef EMULATOR #define GDISP_NEED_PIXMAP TRUE #endif // #define GDISP_NEED_PIXMAP_IMAGE FALSE //#define GDISP_DEFAULT_ORIENTATION GDISP_ROTATE_LANDSCAPE // If not defined the native hardware orientation is used. //#define GDISP_LINEBUF_SIZE 128 //#define GDISP_STARTUP_COLOR Black #define GDISP_NEED_STARTUP_LOGO FALSE //#define GDISP_TOTAL_DISPLAYS 2 #ifdef GDISP_DRIVER_LIST // For code and speed optimization define as TRUE or FALSE if all controllers have the same capability #define GDISP_HARDWARE_STREAM_WRITE FALSE #define GDISP_HARDWARE_STREAM_READ FALSE #define GDISP_HARDWARE_STREAM_POS FALSE #define GDISP_HARDWARE_DRAWPIXEL TRUE #define GDISP_HARDWARE_CLEARS FALSE #define GDISP_HARDWARE_FILLS FALSE //#define GDISP_HARDWARE_BITFILLS FALSE #define GDISP_HARDWARE_SCROLL FALSE #define GDISP_HARDWARE_PIXELREAD TRUE #define GDISP_HARDWARE_CONTROL TRUE #define GDISP_HARDWARE_QUERY FALSE #define GDISP_HARDWARE_CLIP FALSE #define GDISP_PIXELFORMAT GDISP_PIXELFORMAT_RGB888 #endif // The custom format is not defined for some reason, so define it as error // so we don't get compiler warnings #define GDISP_PIXELFORMAT_CUSTOM GDISP_PIXELFORMAT_ERROR #define GDISP_USE_GFXNET FALSE // #define GDISP_GFXNET_PORT 13001 // #define GDISP_GFXNET_CUSTOM_LWIP_STARTUP FALSE // #define GDISP_DONT_WAIT_FOR_NET_DISPLAY FALSE // #define GDISP_GFXNET_UNSAFE_SOCKETS FALSE /////////////////////////////////////////////////////////////////////////// // GWIN // /////////////////////////////////////////////////////////////////////////// #define GFX_USE_GWIN FALSE //#define GWIN_NEED_WINDOWMANAGER FALSE // #define GWIN_REDRAW_IMMEDIATE FALSE // #define GWIN_REDRAW_SINGLEOP FALSE // #define GWIN_NEED_FLASHING FALSE // #define GWIN_FLASHING_PERIOD 250 //#define GWIN_NEED_CONSOLE FALSE // #define GWIN_CONSOLE_USE_HISTORY FALSE // #define GWIN_CONSOLE_HISTORY_AVERAGING FALSE // #define GWIN_CONSOLE_HISTORY_ATCREATE FALSE // #define GWIN_CONSOLE_ESCSEQ FALSE // #define GWIN_CONSOLE_USE_BASESTREAM FALSE // #define GWIN_CONSOLE_USE_FLOAT FALSE //#define GWIN_NEED_GRAPH FALSE //#define GWIN_NEED_GL3D FALSE //#define GWIN_NEED_WIDGET FALSE //#define GWIN_FOCUS_HIGHLIGHT_WIDTH 1 // #define GWIN_NEED_LABEL FALSE // #define GWIN_LABEL_ATTRIBUTE FALSE // #define GWIN_NEED_BUTTON FALSE // #define GWIN_BUTTON_LAZY_RELEASE FALSE // #define GWIN_NEED_SLIDER FALSE // #define GWIN_SLIDER_NOSNAP FALSE // #define GWIN_SLIDER_DEAD_BAND 5 // #define GWIN_SLIDER_TOGGLE_INC 20 // #define GWIN_NEED_CHECKBOX FALSE // #define GWIN_NEED_IMAGE FALSE // #define GWIN_NEED_IMAGE_ANIMATION FALSE // #define GWIN_NEED_RADIO FALSE // #define GWIN_NEED_LIST FALSE // #define GWIN_NEED_LIST_IMAGES FALSE // #define GWIN_NEED_PROGRESSBAR FALSE // #define GWIN_PROGRESSBAR_AUTO FALSE // #define GWIN_NEED_KEYBOARD FALSE // #define GWIN_KEYBOARD_DEFAULT_LAYOUT VirtualKeyboard_English1 // #define GWIN_NEED_KEYBOARD_ENGLISH1 TRUE // #define GWIN_NEED_TEXTEDIT FALSE // #define GWIN_FLAT_STYLING FALSE // #define GWIN_WIDGET_TAGS FALSE //#define GWIN_NEED_CONTAINERS FALSE // #define GWIN_NEED_CONTAINER FALSE // #define GWIN_NEED_FRAME FALSE // #define GWIN_NEED_TABSET FALSE // #define GWIN_TABSET_TABHEIGHT 18 /////////////////////////////////////////////////////////////////////////// // GEVENT // /////////////////////////////////////////////////////////////////////////// #define GFX_USE_GEVENT TRUE //#define GEVENT_ASSERT_NO_RESOURCE FALSE //#define GEVENT_MAXIMUM_SIZE 32 //#define GEVENT_MAX_SOURCE_LISTENERS 32 /////////////////////////////////////////////////////////////////////////// // GTIMER // /////////////////////////////////////////////////////////////////////////// #define GFX_USE_GTIMER FALSE //#define GTIMER_THREAD_PRIORITY HIGH_PRIORITY //#define GTIMER_THREAD_WORKAREA_SIZE 2048 /////////////////////////////////////////////////////////////////////////// // GQUEUE // /////////////////////////////////////////////////////////////////////////// #define GFX_USE_GQUEUE FALSE //#define GQUEUE_NEED_ASYNC FALSE //#define GQUEUE_NEED_GSYNC FALSE //#define GQUEUE_NEED_FSYNC FALSE //#define GQUEUE_NEED_BUFFERS FALSE /////////////////////////////////////////////////////////////////////////// // GINPUT // /////////////////////////////////////////////////////////////////////////// #define GFX_USE_GINPUT FALSE //#define GINPUT_NEED_MOUSE FALSE // #define GINPUT_TOUCH_STARTRAW FALSE // #define GINPUT_TOUCH_NOTOUCH FALSE // #define GINPUT_TOUCH_NOCALIBRATE FALSE // #define GINPUT_TOUCH_NOCALIBRATE_GUI FALSE // #define GINPUT_MOUSE_POLL_PERIOD 25 // #define GINPUT_MOUSE_CLICK_TIME 300 // #define GINPUT_TOUCH_CXTCLICK_TIME 700 // #define GINPUT_TOUCH_USER_CALIBRATION_LOAD FALSE // #define GINPUT_TOUCH_USER_CALIBRATION_SAVE FALSE // #define GMOUSE_DRIVER_LIST GMOUSEVMT_Win32, GMOUSEVMT_Win32 //#define GINPUT_NEED_KEYBOARD FALSE // #define GINPUT_KEYBOARD_POLL_PERIOD 200 // #define GKEYBOARD_DRIVER_LIST GKEYBOARDVMT_Win32, GKEYBOARDVMT_Win32 // #define GKEYBOARD_LAYOUT_OFF FALSE // #define GKEYBOARD_LAYOUT_SCANCODE2_US FALSE //#define GINPUT_NEED_TOGGLE FALSE //#define GINPUT_NEED_DIAL FALSE /////////////////////////////////////////////////////////////////////////// // GFILE // /////////////////////////////////////////////////////////////////////////// #define GFX_USE_GFILE FALSE //#define GFILE_NEED_PRINTG FALSE //#define GFILE_NEED_SCANG FALSE //#define GFILE_NEED_STRINGS FALSE //#define GFILE_NEED_FILELISTS FALSE //#define GFILE_NEED_STDIO FALSE //#define GFILE_NEED_NOAUTOMOUNT FALSE //#define GFILE_NEED_NOAUTOSYNC FALSE //#define GFILE_NEED_MEMFS FALSE //#define GFILE_NEED_ROMFS FALSE //#define GFILE_NEED_RAMFS FALSE //#define GFILE_NEED_FATFS FALSE //#define GFILE_NEED_NATIVEFS FALSE //#define GFILE_NEED_CHBIOSFS FALSE //#define GFILE_ALLOW_FLOATS FALSE //#define GFILE_ALLOW_DEVICESPECIFIC FALSE //#define GFILE_MAX_GFILES 3 /////////////////////////////////////////////////////////////////////////// // GADC // /////////////////////////////////////////////////////////////////////////// #define GFX_USE_GADC FALSE //#define GADC_MAX_LOWSPEED_DEVICES 4 /////////////////////////////////////////////////////////////////////////// // GAUDIO // /////////////////////////////////////////////////////////////////////////// #define GFX_USE_GAUDIO FALSE // There seems to be a bug in the ugfx code, the wrong define is used // So define it in order to avoid warnings #define GFX_USE_GAUDIN GFX_USE_GAUDIO // #define GAUDIO_NEED_PLAY FALSE // #define GAUDIO_NEED_RECORD FALSE /////////////////////////////////////////////////////////////////////////// // GMISC // /////////////////////////////////////////////////////////////////////////// #define GFX_USE_GMISC TRUE //#define GMISC_NEED_ARRAYOPS FALSE //#define GMISC_NEED_FASTTRIG FALSE //#define GMISC_NEED_FIXEDTRIG FALSE //#define GMISC_NEED_INVSQRT FALSE // #define GMISC_INVSQRT_MIXED_ENDIAN FALSE // #define GMISC_INVSQRT_REAL_SLOW FALSE #define GMISC_NEED_MATRIXFLOAT2D TRUE #define GMISC_NEED_MATRIXFIXED2D FALSE #endif /* COMMON_GFXCONF_H */ > 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439
(**Note:** If you get compiler errors that you don't understand, be sure to consult [Google Mock Doctor](http://code.google.com/p/googlemock/wiki/V1_6_FrequentlyAskedQuestions#How_am_I_supposed_to_make_sense_of_these_horrible_template_error).)
# What Is Google C++ Mocking Framework? #
When you write a prototype or test, often it's not feasible or wise to rely on real objects entirely. A **mock object** implements the same interface as a real object (so it can be used as one), but lets you specify at run time how it will be used and what it should do (which methods will be called? in which order? how many times? with what arguments? what will they return? etc).
**Note:** It is easy to confuse the term _fake objects_ with mock objects. Fakes and mocks actually mean very different things in the Test-Driven Development (TDD) community:
* **Fake** objects have working implementations, but usually take some shortcut (perhaps to make the operations less expensive), which makes them not suitable for production. An in-memory file system would be an example of a fake.
* **Mocks** are objects pre-programmed with _expectations_, which form a specification of the calls they are expected to receive.
If all this seems too abstract for you, don't worry - the most important thing to remember is that a mock allows you to check the _interaction_ between itself and code that uses it. The difference between fakes and mocks will become much clearer once you start to use mocks.
**Google C++ Mocking Framework** (or **Google Mock** for short) is a library (sometimes we also call it a "framework" to make it sound cool) for creating mock classes and using them. It does to C++ what [jMock](http://www.jmock.org/) and [EasyMock](http://www.easymock.org/) do to Java.
Using Google Mock involves three basic steps:
1. Use some simple macros to describe the interface you want to mock, and they will expand to the implementation of your mock class;
1. Create some mock objects and specify its expectations and behavior using an intuitive syntax;
1. Exercise code that uses the mock objects. Google Mock will catch any violation of the expectations as soon as it arises.
# Why Google Mock? #
While mock objects help you remove unnecessary dependencies in tests and make them fast and reliable, using mocks manually in C++ is _hard_:
* Someone has to implement the mocks. The job is usually tedious and error-prone. No wonder people go great distance to avoid it.
* The quality of those manually written mocks is a bit, uh, unpredictable. You may see some really polished ones, but you may also see some that were hacked up in a hurry and have all sorts of ad hoc restrictions.
* The knowledge you gained from using one mock doesn't transfer to the next.
In contrast, Java and Python programmers have some fine mock frameworks, which automate the creation of mocks. As a result, mocking is a proven effective technique and widely adopted practice in those communities. Having the right tool absolutely makes the difference.
Google Mock was built to help C++ programmers. It was inspired by [jMock](http://www.jmock.org/) and [EasyMock](http://www.easymock.org/), but designed with C++'s specifics in mind. It is your friend if any of the following problems is bothering you:
* You are stuck with a sub-optimal design and wish you had done more prototyping before it was too late, but prototyping in C++ is by no means "rapid".
* Your tests are slow as they depend on too many libraries or use expensive resources (e.g. a database).
* Your tests are brittle as some resources they use are unreliable (e.g. the network).
* You want to test how your code handles a failure (e.g. a file checksum error), but it's not easy to cause one.
* You need to make sure that your module interacts with other modules in the right way, but it's hard to observe the interaction; therefore you resort to observing the side effects at the end of the action, which is awkward at best.
* You want to "mock out" your dependencies, except that they don't have mock implementations yet; and, frankly, you aren't thrilled by some of those hand-written mocks.
We encourage you to use Google Mock as:
* a _design_ tool, for it lets you experiment with your interface design early and often. More iterations lead to better designs!
* a _testing_ tool to cut your tests' outbound dependencies and probe the interaction between your module and its collaborators.
# Getting Started #
Using Google Mock is easy! Inside your C++ source file, just `#include` `"gtest/gtest.h"` and `"gmock/gmock.h"`, and you are ready to go.
# A Case for Mock Turtles #
Let's look at an example. Suppose you are developing a graphics program that relies on a LOGO-like API for drawing. How would you test that it does the right thing? Well, you can run it and compare the screen with a golden screen snapshot, but let's admit it: tests like this are expensive to run and fragile (What if you just upgraded to a shiny new graphics card that has better anti-aliasing? Suddenly you have to update all your golden images.). It would be too painful if all your tests are like this. Fortunately, you learned about Dependency Injection and know the right thing to do: instead of having your application talk to the drawing API directly, wrap the API in an interface (say, `Turtle`) and code to that interface:
```
class Turtle {
...
virtual ~Turtle() {}
virtual void PenUp() = 0;
virtual void PenDown() = 0;
virtual void Forward(int distance) = 0;
virtual void Turn(int degrees) = 0;
virtual void GoTo(int x, int y) = 0;
virtual int GetX() const = 0;
virtual int GetY() const = 0;
};
```
(Note that the destructor of `Turtle` **must** be virtual, as is the case for **all** classes you intend to inherit from - otherwise the destructor of the derived class will not be called when you delete an object through a base pointer, and you'll get corrupted program states like memory leaks.)
You can control whether the turtle's movement will leave a trace using `PenUp()` and `PenDown()`, and control its movement using `Forward()`, `Turn()`, and `GoTo()`. Finally, `GetX()` and `GetY()` tell you the current position of the turtle.
Your program will normally use a real implementation of this interface. In tests, you can use a mock implementation instead. This allows you to easily check what drawing primitives your program is calling, with what arguments, and in which order. Tests written this way are much more robust (they won't break because your new machine does anti-aliasing differently), easier to read and maintain (the intent of a test is expressed in the code, not in some binary images), and run _much, much faster_.
# Writing the Mock Class #
If you are lucky, the mocks you need to use have already been implemented by some nice people. If, however, you find yourself in the position to write a mock class, relax - Google Mock turns this task into a fun game! (Well, almost.)
## How to Define It ##
Using the `Turtle` interface as example, here are the simple steps you need to follow:
1. Derive a class `MockTurtle` from `Turtle`.
1. Take a _virtual_ function of `Turtle` (while it's possible to [mock non-virtual methods using templates](http://code.google.com/p/googlemock/wiki/V1_6_CookBook#Mocking_Nonvirtual_Methods), it's much more involved). Count how many arguments it has.
1. In the `public:` section of the child class, write `MOCK_METHODn();` (or `MOCK_CONST_METHODn();` if you are mocking a `const` method), where `n` is the number of the arguments; if you counted wrong, shame on you, and a compiler error will tell you so.
1. Now comes the fun part: you take the function signature, cut-and-paste the _function name_ as the _first_ argument to the macro, and leave what's left as the _second_ argument (in case you're curious, this is the _type of the function_).
1. Repeat until all virtual functions you want to mock are done.
After the process, you should have something like:
```
#include "gmock/gmock.h" // Brings in Google Mock.
class MockTurtle : public Turtle {
public:
...
MOCK_METHOD0(PenUp, void());
MOCK_METHOD0(PenDown, void());
MOCK_METHOD1(Forward, void(int distance));
MOCK_METHOD1(Turn, void(int degrees));
MOCK_METHOD2(GoTo, void(int x, int y));
MOCK_CONST_METHOD0(GetX, int());
MOCK_CONST_METHOD0(GetY, int());
};
```
You don't need to define these mock methods somewhere else - the `MOCK_METHOD*` macros will generate the definitions for you. It's that simple! Once you get the hang of it, you can pump out mock classes faster than your source-control system can handle your check-ins.