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-rw-r--r--src/test/loopManagerTest.cpp50
1 files changed, 0 insertions, 50 deletions
diff --git a/src/test/loopManagerTest.cpp b/src/test/loopManagerTest.cpp
deleted file mode 100644
index 6e66ce7..0000000
--- a/src/test/loopManagerTest.cpp
+++ /dev/null
@@ -1,50 +0,0 @@
-#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 LoopTimerTest : public ::testing::Test {
-protected:
- LoopManager loop_manager;
-
- void SetUp() override {
- // Setting up loop manager and start the loop
- loop_manager.setup();
- loop_manager.loop_timer->set_target_fps(60);
- }
-};
-
-// Test to check if exactly 5 fixed updates are done every second (50Hz)
-TEST_F(LoopTimerTest, FixedUpdateCalledAt50Hz) {
- // Set target fixed delta time to 20ms (50Hz fixed updates)
- loop_manager.loop_timer->set_fixed_delta_time(milliseconds(20));
-
- int fixed_update_count = 0;
-
- // 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<seconds>(steady_clock::now() - start_time).count() < 1) {
- 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()) {
- loop_manager.fixed_update(); // Process fixed update
- fixed_update_count++; // Count the number of fixed updates
- loop_manager.loop_timer->advance_fixed_update();
- }
-
- // We do not need to call render or update for this test
- loop_manager.loop_timer->enforce_frame_rate(); // Enforce the frame rate (this would normally go to the display)
- }
-
- // We expect 5 fixed updates to occur in 1 second at 50Hz
- ASSERT_EQ(fixed_update_count, 5);
-}