#include #include #include #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(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); }