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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);
}
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