diff options
Diffstat (limited to 'src/test')
| -rw-r--r-- | src/test/CMakeLists.txt | 2 | ||||
| -rw-r--r-- | src/test/InputTest.cpp | 16 | ||||
| -rw-r--r-- | src/test/Profiling.cpp | 16 | 
3 files changed, 16 insertions, 18 deletions
diff --git a/src/test/CMakeLists.txt b/src/test/CMakeLists.txt index c9cbac5..eae59f2 100644 --- a/src/test/CMakeLists.txt +++ b/src/test/CMakeLists.txt @@ -13,8 +13,8 @@ target_sources(test_main PUBLIC  	ValueBrokerTest.cpp  	DBTest.cpp  	Vector2Test.cpp +	Profiling.cpp  	InputTest.cpp  	ScriptEventTest.cpp  	ScriptSceneTest.cpp -	Profiling.cpp  ) diff --git a/src/test/InputTest.cpp b/src/test/InputTest.cpp index a7c0157..73eaab3 100644 --- a/src/test/InputTest.cpp +++ b/src/test/InputTest.cpp @@ -61,7 +61,7 @@ protected:  TEST_F(InputTest, MouseDown) {  	GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);  	auto & camera = obj.add_component<Camera>( -		ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); +		ivec2{0, 0}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});  	camera.active = true;  	bool mouse_triggered = false;  	EventHandler<MousePressEvent> on_mouse_down = [&](const MousePressEvent & event) { @@ -91,7 +91,7 @@ TEST_F(InputTest, MouseDown) {  TEST_F(InputTest, MouseUp) {  	GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);  	auto & camera = obj.add_component<Camera>( -		ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); +		ivec2{0, 0}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});  	camera.active = true;  	bool function_triggered = false;  	EventHandler<MouseReleaseEvent> on_mouse_release = [&](const MouseReleaseEvent & e) { @@ -119,7 +119,7 @@ TEST_F(InputTest, MouseUp) {  TEST_F(InputTest, MouseMove) {  	GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);  	auto & camera = obj.add_component<Camera>( -		ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); +		ivec2{0, 0}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});  	camera.active = true;  	bool function_triggered = false;  	EventHandler<MouseMoveEvent> on_mouse_move = [&](const MouseMoveEvent & e) { @@ -149,7 +149,7 @@ TEST_F(InputTest, MouseMove) {  TEST_F(InputTest, KeyDown) {  	GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);  	auto & camera = obj.add_component<Camera>( -		ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); +		ivec2{0, 0}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});  	camera.active = true;  	bool function_triggered = false; @@ -180,7 +180,7 @@ TEST_F(InputTest, KeyDown) {  TEST_F(InputTest, KeyUp) {  	GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);  	auto & camera = obj.add_component<Camera>( -		ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); +		ivec2{0, 0}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});  	camera.active = true;  	bool function_triggered = false;  	EventHandler<KeyReleaseEvent> on_key_release = [&](const KeyReleaseEvent & event) { @@ -204,7 +204,7 @@ TEST_F(InputTest, KeyUp) {  TEST_F(InputTest, MouseClick) {  	GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);  	auto & camera = obj.add_component<Camera>( -		ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); +		ivec2{0, 0}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});  	camera.active = true;  	bool on_click_triggered = false;  	EventHandler<MouseClickEvent> on_mouse_click = [&](const MouseClickEvent & event) { @@ -225,7 +225,7 @@ TEST_F(InputTest, MouseClick) {  TEST_F(InputTest, testButtonClick) {  	GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);  	auto & camera = obj.add_component<Camera>( -		ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); +		ivec2{0, 0}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});  	camera.active = true;  	GameObject button_obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1);  	bool button_clicked = false; @@ -252,7 +252,7 @@ TEST_F(InputTest, testButtonClick) {  TEST_F(InputTest, testButtonHover) {  	GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);  	auto & camera = obj.add_component<Camera>( -		ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); +		ivec2{0, 0}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});  	camera.active = true;  	GameObject button_obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1);  	bool button_clicked = false; diff --git a/src/test/Profiling.cpp b/src/test/Profiling.cpp index c753bca..d40ee1d 100644 --- a/src/test/Profiling.cpp +++ b/src/test/Profiling.cpp @@ -1,7 +1,3 @@ -#include "manager/Mediator.h" -#include "system/ParticleSystem.h" -#include "system/PhysicsSystem.h" -#include "system/RenderSystem.h"  #include <chrono>  #include <cmath>  #include <gtest/gtest.h> @@ -21,6 +17,10 @@  #include <crepe/system/ScriptSystem.h>  #include <crepe/types.h>  #include <crepe/util/Log.h> +#include "manager/Mediator.h" +#include "system/ParticleSystem.h" +#include "system/PhysicsSystem.h" +#include "system/RenderSystem.h"  using namespace std;  using namespace std::chrono_literals; @@ -47,7 +47,7 @@ public:  	// Minimum amount to let test pass  	const int min_gameobject_count = 100;  	// Maximum amount to stop test -	const int max_gameobject_count = 150; +	const int max_gameobject_count = 1000;  	// Amount of times a test runs to calculate average  	const int average = 5;  	// Maximum duration to stop test @@ -98,10 +98,8 @@ public:  	std::chrono::microseconds run_all_systems() {  		std::chrono::microseconds total_microseconds = 0us;  		total_microseconds += time_function("PhysicsSystem", [&]() { physics_sys.update(); }); -		total_microseconds -			+= time_function("CollisionSystem", [&]() { collision_sys.update(); }); -		total_microseconds -			+= time_function("ParticleSystem", [&]() { particle_sys.update(); }); +		//total_microseconds += time_function("CollisionSystem", [&]() { collision_sys.update(); }); +		total_microseconds += time_function("ParticleSystem", [&]() { particle_sys.update(); });  		total_microseconds += time_function("RenderSystem", [&]() { render_sys.update(); });  		return total_microseconds;  	}  |