diff options
author | JAROWMR <jarorutjes07@gmail.com> | 2024-12-14 11:40:33 +0100 |
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committer | JAROWMR <jarorutjes07@gmail.com> | 2024-12-14 11:40:33 +0100 |
commit | 061b2b8ab9aba67c1467cdd163fb7a04de95f4f1 (patch) | |
tree | e1960a83461e0d83a7027a88404af1a7c70f6dcd /src/test/Profiling.cpp | |
parent | fd2ebb54d0c2b269c15fc84a4ac77993efc917d7 (diff) | |
parent | b9fc66f6922b1f40f2dbe14e8dfc4caa469654bc (diff) |
Merge branch 'master' of github.com:lonkaars/crepe into jaro/collision-system
Diffstat (limited to 'src/test/Profiling.cpp')
-rw-r--r-- | src/test/Profiling.cpp | 50 |
1 files changed, 34 insertions, 16 deletions
diff --git a/src/test/Profiling.cpp b/src/test/Profiling.cpp index 24ac494..35f52dc 100644 --- a/src/test/Profiling.cpp +++ b/src/test/Profiling.cpp @@ -1,9 +1,11 @@ -#include "manager/Mediator.h" -#include "system/ParticleSystem.h" -#include "system/PhysicsSystem.h" -#include "system/RenderSystem.h" #include <chrono> #include <cmath> +#include <crepe/api/Asset.h> +#include <crepe/manager/Mediator.h> +#include <crepe/manager/ResourceManager.h> +#include <crepe/system/ParticleSystem.h> +#include <crepe/system/PhysicsSystem.h> +#include <crepe/system/RenderSystem.h> #include <gtest/gtest.h> #define private public @@ -15,6 +17,7 @@ #include <crepe/api/Rigidbody.h> #include <crepe/api/Script.h> #include <crepe/api/Transform.h> +#include <crepe/facade/SDLContext.h> #include <crepe/manager/ComponentManager.h> #include <crepe/manager/EventManager.h> #include <crepe/system/CollisionSystem.h> @@ -41,7 +44,7 @@ class TestScript : public Script { } }; -class Profiling : public Test { +class DISABLED_ProfilingTest : public Test { public: // Config for test // Minimum amount to let test pass @@ -54,6 +57,8 @@ public: const std::chrono::microseconds duration = 16000us; Mediator m; + SDLContext sdl_context{m}; + ResourceManager resman{m}; ComponentManager mgr{m}; // Add system used for profling tests CollisionSystem collision_sys{m}; @@ -70,8 +75,11 @@ public: void SetUp() override { GameObject do_not_use = mgr.new_object("DO_NOT_USE", "", {0, 0}); - do_not_use.add_component<Camera>(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000}, - 1.0f); + do_not_use.add_component<Camera>(ivec2{1080, 720}, vec2{2000, 2000}, + Camera::Data{ + .bg_color = Color::WHITE, + .zoom = 1.0f, + }); // initialize systems here: //calls init script_sys.update(); @@ -127,7 +135,7 @@ public: } }; -TEST_F(Profiling, Profiling_1) { +TEST_F(DISABLED_ProfilingTest, Profiling_1) { while (this->total_time / this->average < this->duration) { { @@ -150,7 +158,7 @@ TEST_F(Profiling, Profiling_1) { EXPECT_GE(this->game_object_count, this->min_gameobject_count); } -TEST_F(Profiling, Profiling_2) { +TEST_F(DISABLED_ProfilingTest, Profiling_2) { while (this->total_time / this->average < this->duration) { { @@ -164,10 +172,15 @@ TEST_F(Profiling, Profiling_2) { gameobject.add_component<BoxCollider>(vec2{0, 0}, vec2{1, 1}); gameobject.add_component<BehaviorScript>().set_script<TestScript>(); - Color color(0, 0, 0, 0); - auto img = Texture("asset/texture/square.png"); Sprite & test_sprite = gameobject.add_component<Sprite>( - img, color, Sprite::FlipSettings{false, false}, 1, 1, 500); + Asset{"asset/texture/square.png"}, + Sprite::Data{ + .color = {0, 0, 0, 0}, + .flip = {.flip_x = false, .flip_y = false}, + .sorting_in_layer = 1, + .order_in_layer = 1, + .size = {.y = 500}, + }); } this->game_object_count++; @@ -184,7 +197,7 @@ TEST_F(Profiling, Profiling_2) { EXPECT_GE(this->game_object_count, this->min_gameobject_count); } -TEST_F(Profiling, Profiling_3) { +TEST_F(DISABLED_ProfilingTest, Profiling_3) { while (this->total_time / this->average < this->duration) { { @@ -197,10 +210,15 @@ TEST_F(Profiling, Profiling_3) { }); gameobject.add_component<BoxCollider>(vec2{0, 0}, vec2{1, 1}); gameobject.add_component<BehaviorScript>().set_script<TestScript>(); - Color color(0, 0, 0, 0); - auto img = Texture("asset/texture/square.png"); Sprite & test_sprite = gameobject.add_component<Sprite>( - img, color, Sprite::FlipSettings{false, false}, 1, 1, 500); + Asset{"asset/texture/square.png"}, + Sprite::Data{ + .color = {0, 0, 0, 0}, + .flip = {.flip_x = false, .flip_y = false}, + .sorting_in_layer = 1, + .order_in_layer = 1, + .size = {.y = 500}, + }); auto & test = gameobject.add_component<ParticleEmitter>(ParticleEmitter::Data{ .max_particles = 10, .emission_rate = 100, |