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#include <gtest/gtest.h>
// stupid hack to allow access to private/protected members under test
#define private public
#define protected public
#include <crepe/ComponentManager.h>
#include <crepe/api/BehaviorScript.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/Script.h>
#include <crepe/api/Vector2.h>
#include <crepe/system/ScriptSystem.h>
using namespace std;
using namespace crepe;
using namespace testing;
class ScriptTest : public Test {
public:
ComponentManager component_manager{};
ScriptSystem system{component_manager};
class MyScript : public Script {
// NOTE: default (private) visibility of init and update shouldn't cause
// issues!
void init() { this->init_count++; }
void update() { this->update_count++; }
public:
unsigned init_count = 0;
unsigned update_count = 0;
};
BehaviorScript * behaviorscript_ref = nullptr;
MyScript * script_ref = nullptr;
void SetUp() override {
auto & mgr = this->component_manager;
GameObject & entity = mgr.new_object("name");
BehaviorScript & component = entity.add_component<BehaviorScript>();
this->behaviorscript_ref = &component;
EXPECT_EQ(this->behaviorscript_ref->script.get(), nullptr);
component.set_script<MyScript>();
ASSERT_NE(this->behaviorscript_ref->script.get(), nullptr);
this->script_ref = (MyScript *) this->behaviorscript_ref->script.get();
ASSERT_NE(this->script_ref, nullptr);
}
};
TEST_F(ScriptTest, Default) {
EXPECT_EQ(0, this->script_ref->init_count);
EXPECT_EQ(0, this->script_ref->update_count);
}
TEST_F(ScriptTest, UpdateOnce) {
EXPECT_EQ(0, this->script_ref->init_count);
EXPECT_EQ(0, this->script_ref->update_count);
this->system.update();
EXPECT_EQ(1, this->script_ref->init_count);
EXPECT_EQ(1, this->script_ref->update_count);
}
TEST_F(ScriptTest, ListScripts) {
size_t script_count = 0;
for (auto & _ : this->system.get_scripts()) {
script_count++;
}
ASSERT_EQ(1, script_count);
}
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