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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/system/ScriptSystem.h>
#include <crepe/api/BehaviorScript.h>
#include <crepe/api/Script.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/Vector2.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);
}