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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/manager/ComponentManager.h>
#include <crepe/manager/EventManager.h>
#include <crepe/api/BehaviorScript.h>
#include <crepe/api/Event.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 MyEvent : public Event {};
class ScriptTest : public Test {
Mediator m;
public:
ComponentManager component_manager{m};
ScriptSystem system{m};
EventManager & event_manager = m.event_manager;
class MyScript : public Script {
// NOTE: default (private) visibility of init and update shouldn't cause
// issues!
void init() {
this->init_count++;
subscribe<MyEvent>([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> behaviorscript;
OptionalRef<MyScript> script;
void SetUp() override {
auto & mgr = this->component_manager;
GameObject entity = mgr.new_object("name");
BehaviorScript & component = entity.add_component<BehaviorScript>();
this->behaviorscript = component;
ASSERT_TRUE(this->behaviorscript);
EXPECT_EQ(component.script.get(), nullptr);
component.set_script<MyScript>();
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<MyEvent>();
EXPECT_EQ(1, script.init_count);
EXPECT_EQ(1, script.update_count);
EXPECT_EQ(0, script.event_count);
behaviorscript.active = true;
evmgr.trigger_event<MyEvent>();
EXPECT_EQ(1, script.init_count);
EXPECT_EQ(1, script.update_count);
EXPECT_EQ(1, script.event_count);
}
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