#include // stupid hack to allow access to private/protected members under test #define private public #define protected public #include #include #include #include #include #include #include #include using namespace std; using namespace crepe; using namespace testing; class MyEvent : public Event {}; class ScriptTest : public Test { public: ComponentManager component_manager{}; ScriptSystem system{component_manager}; EventManager & event_manager = EventManager::get_instance(); class MyScript : public Script { // NOTE: default (private) visibility of init and update shouldn't cause // issues! void init() { this->init_count++; subscribe([this](const MyEvent &) { this->event_count++; return true; }); // init should never be called more than once EXPECT_LE(this->init_count, 1); } void update() { this->update_count++; } public: unsigned init_count = 0; unsigned update_count = 0; unsigned event_count = 0; }; OptionalRef behaviorscript; OptionalRef script; void SetUp() override { auto & mgr = this->component_manager; GameObject entity = mgr.new_object("name"); BehaviorScript & component = entity.add_component(); this->behaviorscript = component; ASSERT_TRUE(this->behaviorscript); EXPECT_EQ(component.script.get(), nullptr); component.set_script(); ASSERT_NE(component.script.get(), nullptr); this->script = *(MyScript *) component.script.get(); ASSERT_TRUE(this->script); // sanity MyScript & script = this->script; ASSERT_EQ(script.init_count, 0); ASSERT_EQ(script.update_count, 0); ASSERT_EQ(script.event_count, 0); } }; TEST_F(ScriptTest, Default) { MyScript & script = this->script; EXPECT_EQ(0, script.init_count); EXPECT_EQ(0, script.update_count); EXPECT_EQ(0, script.event_count); } TEST_F(ScriptTest, UpdateOnce) { MyScript & script = this->script; system.update(); EXPECT_EQ(1, script.init_count); EXPECT_EQ(1, script.update_count); EXPECT_EQ(0, script.event_count); } TEST_F(ScriptTest, UpdateInactive) { BehaviorScript & behaviorscript = this->behaviorscript; MyScript & script = this->script; behaviorscript.active = false; system.update(); EXPECT_EQ(0, script.init_count); EXPECT_EQ(0, script.update_count); EXPECT_EQ(0, script.event_count); behaviorscript.active = true; system.update(); EXPECT_EQ(1, script.init_count); EXPECT_EQ(1, script.update_count); EXPECT_EQ(0, script.event_count); } TEST_F(ScriptTest, EventInactive) { BehaviorScript & behaviorscript = this->behaviorscript; MyScript & script = this->script; EventManager & evmgr = this->event_manager; system.update(); behaviorscript.active = false; EXPECT_EQ(1, script.init_count); EXPECT_EQ(1, script.update_count); EXPECT_EQ(0, script.event_count); evmgr.trigger_event(); EXPECT_EQ(1, script.init_count); EXPECT_EQ(1, script.update_count); EXPECT_EQ(0, script.event_count); behaviorscript.active = true; evmgr.trigger_event(); EXPECT_EQ(1, script.init_count); EXPECT_EQ(1, script.update_count); EXPECT_EQ(1, script.event_count); }