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-rw-r--r--src/test/LoopManagerTest.cpp44
1 files changed, 44 insertions, 0 deletions
diff --git a/src/test/LoopManagerTest.cpp b/src/test/LoopManagerTest.cpp
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+++ b/src/test/LoopManagerTest.cpp
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+#include <gtest/gtest.h>
+#include <chrono>
+#include <thread>
+#define private public
+#define protected public
+#include "api/LoopTimer.h"
+#include "api/LoopManager.h"
+
+using namespace std::chrono;
+using namespace crepe;
+
+class LoopManagerTest : public ::testing::Test {
+protected:
+ LoopManager loop_manager;
+
+ void SetUp() override {
+ // Setting up loop manager and start the loop
+ loop_manager.loop_timer->set_target_fps(60);
+ }
+};
+
+//Test to check if exactly 5 fixed updates are done every second (50Hz)
+TEST_F(LoopManagerTest, FixedUpdate) {
+ loop_manager.loop_timer->fixed_delta_time = std::chrono::milliseconds(20);
+ loop_manager.loop_timer->set_target_fps(50);
+ int fixed_update_count = 0;
+ loop_manager.loop_timer->start();
+ // We want to simulate the game loop for about 1 second
+ auto start_time = steady_clock::now();
+
+ // Simulate the game loop for 1 second
+ while (duration_cast<milliseconds>(steady_clock::now() - start_time) < std::chrono::milliseconds(1000)) {
+ loop_manager.loop_timer->update();
+ // Simulate processing fixed updates while there's lag to advance
+ while (loop_manager.loop_timer->get_lag() >= loop_manager.loop_timer->get_fixed_delta_time()) {
+ fixed_update_count++;
+ loop_manager.loop_timer->advance_fixed_update();
+ }
+
+ loop_manager.loop_timer->enforce_frame_rate();
+ }
+ // gameloop is 99 because it first takes 20 millisecond to build the lag to execute the fixed loop
+ ASSERT_EQ(fixed_update_count, 50);
+}