Add unit test for EntityOwner
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@ -31,4 +31,4 @@ namespace Ndk
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#include <NDK/EntityOwner.inl>
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#include <NDK/EntityOwner.inl>
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#endif // NDK_ENTITYOwner_HPP
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#endif // NDK_ENTITYOWNER_HPP
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@ -11,26 +11,97 @@ SCENARIO("EntityOwner", "[NDK][ENTITYOWNER]")
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WHEN("We set the ownership of the entity to our owner")
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WHEN("We set the ownership of the entity to our owner")
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{
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{
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Ndk::EntityOwner entityOwner(entity);
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THEN("Entity is still valid")
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THEN("Entity is still valid")
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{
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{
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REQUIRE(entity.IsValid());
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Ndk::EntityOwner entityOwner(entity);
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world.Update();
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CHECK(entity.IsValid());
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CHECK(entity.IsValid());
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}
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}
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THEN("Resetting or getting out of scope is no more valid")
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THEN("Moving an entity owner by constructor works")
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{
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{
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REQUIRE(entity.IsValid());
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Ndk::EntityOwner entityOwner(entity);
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Ndk::EntityOwner entityOwner2(std::move(entityOwner));
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entityOwner.Reset();
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entityOwner.Reset();
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world.Update(1.f);
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world.Update();
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CHECK(entity.IsValid());
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entityOwner2.Reset();
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world.Update();
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CHECK(!entity.IsValid());
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CHECK(!entity.IsValid());
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}
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}
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THEN("Moving an entity owner works")
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THEN("Moving an entity owner by operator= works")
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{
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{
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Ndk::EntityOwner entityOwner2(std::move(entityOwner));
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REQUIRE(entity.IsValid());
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Ndk::EntityOwner entityOwner(entity);
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Ndk::EntityOwner entityOwner2;
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entityOwner2 = std::move(entityOwner);
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entityOwner.Reset();
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world.Update();
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CHECK(entity.IsValid());
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entityOwner2.Reset();
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entityOwner2.Reset();
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world.Update(1.f);
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REQUIRE(!entity.IsValid());
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world.Update();
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CHECK(!entity.IsValid());
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}
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THEN("Destroying an entity owner destroys its entity")
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{
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REQUIRE(entity.IsValid());
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{
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Ndk::EntityOwner entityOwner(entity);
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}
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world.Update();
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CHECK(!entity.IsValid());
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}
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THEN("Resetting an entity owner destroys its entity")
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{
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REQUIRE(entity.IsValid());
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Ndk::EntityOwner entityOwner(entity);
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entityOwner.Reset();
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world.Update();
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CHECK(!entity.IsValid());
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}
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THEN("Assigning another entity destroys the first entity")
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{
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REQUIRE(entity.IsValid());
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Ndk::EntityOwner entityOwner(entity);
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entityOwner = world.CreateEntity();
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world.Update();
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CHECK(!entity.IsValid());
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}
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THEN("Moving another entity destroys the first entity")
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{
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REQUIRE(entity.IsValid());
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Ndk::EntityOwner entityOwner(entity);
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Ndk::EntityHandle entity2 = world.CreateEntity();
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entityOwner = std::move(entity2);
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world.Update();
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CHECK(!entity.IsValid());
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}
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}
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}
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}
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}
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}
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