SDK: Fix unit tests

This commit is contained in:
Lynix 2017-04-22 12:58:14 +02:00
parent c1e9fe7b04
commit c06db7d9c5
4 changed files with 12 additions and 12 deletions

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@ -38,7 +38,7 @@ SCENARIO("BaseSystem", "[NDK][BASESYSTEM]")
WHEN("We add an entity") WHEN("We add an entity")
{ {
const Ndk::EntityHandle& entity = world.CreateEntity(); Ndk::EntityHandle entity = world.CreateEntity();
entity->AddComponent<Ndk::VelocityComponent>(); entity->AddComponent<Ndk::VelocityComponent>();
THEN("System should have it") THEN("System should have it")
@ -50,7 +50,7 @@ SCENARIO("BaseSystem", "[NDK][BASESYSTEM]")
WHEN("We add an entity with excluded component") WHEN("We add an entity with excluded component")
{ {
const Ndk::EntityHandle& entity = world.CreateEntity(); Ndk::EntityHandle entity = world.CreateEntity();
entity->AddComponent<Ndk::VelocityComponent>(); entity->AddComponent<Ndk::VelocityComponent>();
entity->AddComponent<Ndk::NodeComponent>(); entity->AddComponent<Ndk::NodeComponent>();

View File

@ -57,18 +57,18 @@ SCENARIO("Entity", "[NDK][ENTITY]")
{ {
Ndk::World world; Ndk::World world;
Ndk::BaseSystem& system = world.AddSystem<UpdateSystem>(); Ndk::BaseSystem& system = world.AddSystem<UpdateSystem>();
const Ndk::EntityHandle& entity = world.CreateEntity(); Ndk::EntityHandle entity = world.CreateEntity();
WHEN("We add our UpdateComponent") WHEN("We add our UpdateComponent")
{ {
UpdatableComponent& updatableComponent = entity->AddComponent<UpdatableComponent>(); UpdatableComponent& updatableComponent = entity->AddComponent<UpdatableComponent>();
REQUIRE(!updatableComponent.IsUpdated()); CHECK(!updatableComponent.IsUpdated());
THEN("Update the world should update the entity's component") THEN("Update the world should update the entity's component")
{ {
world.Update(1.f); world.Update(1.f);
UpdatableComponent& updatableComponentGet = entity->GetComponent<UpdatableComponent>(); UpdatableComponent& updatableComponentGet = entity->GetComponent<UpdatableComponent>();
REQUIRE(updatableComponentGet.IsUpdated()); CHECK(updatableComponentGet.IsUpdated());
} }
THEN("Update the world should not update the entity's component if it's disabled") THEN("Update the world should not update the entity's component if it's disabled")
@ -76,14 +76,14 @@ SCENARIO("Entity", "[NDK][ENTITY]")
entity->Enable(false); entity->Enable(false);
world.Update(1.f); world.Update(1.f);
UpdatableComponent& updatableComponentGet = entity->GetComponent<UpdatableComponent>(); UpdatableComponent& updatableComponentGet = entity->GetComponent<UpdatableComponent>();
REQUIRE(!updatableComponentGet.IsUpdated()); CHECK(!updatableComponentGet.IsUpdated());
} }
THEN("We can remove its component") THEN("We can remove its component")
{ {
entity->RemoveComponent(Ndk::GetComponentIndex<UpdatableComponent>()); entity->RemoveComponent(Ndk::GetComponentIndex<UpdatableComponent>());
world.Update(1.f); world.Update(1.f);
REQUIRE(!entity->HasComponent<UpdatableComponent>()); CHECK(!entity->HasComponent<UpdatableComponent>());
} }
} }
@ -94,7 +94,7 @@ SCENARIO("Entity", "[NDK][ENTITY]")
THEN("It's no more valid") THEN("It's no more valid")
{ {
REQUIRE(!world.IsEntityValid(entity)); CHECK(!world.IsEntityValid(entity));
} }
} }
} }

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@ -7,7 +7,7 @@ SCENARIO("EntityOwner", "[NDK][ENTITYOWNER]")
GIVEN("A world & an entity") GIVEN("A world & an entity")
{ {
Ndk::World world; Ndk::World world;
const Ndk::EntityHandle& entity = world.CreateEntity(); Ndk::EntityHandle entity = world.CreateEntity();
WHEN("We set the ownership of the entity to our owner") WHEN("We set the ownership of the entity to our owner")
{ {
@ -15,14 +15,14 @@ SCENARIO("EntityOwner", "[NDK][ENTITYOWNER]")
THEN("Entity is still valid") THEN("Entity is still valid")
{ {
REQUIRE(entity.IsValid()); CHECK(entity.IsValid());
} }
THEN("Resetting or getting out of scope is no more valid") THEN("Resetting or getting out of scope is no more valid")
{ {
entityOwner.Reset(); entityOwner.Reset();
world.Update(1.f); world.Update(1.f);
REQUIRE(!entity.IsValid()); CHECK(!entity.IsValid());
} }
} }
} }

View File

@ -79,7 +79,7 @@ SCENARIO("World", "[NDK][WORLD]")
AND_WHEN("We update our world with our entity") AND_WHEN("We update our world with our entity")
{ {
REQUIRE(&world.GetSystem(UpdateSystem::systemIndex) == &world.GetSystem<UpdateSystem>()); REQUIRE(&world.GetSystem(UpdateSystem::systemIndex) == &world.GetSystem<UpdateSystem>());
const Ndk::EntityHandle& entity = world.CreateEntity(); Ndk::EntityHandle entity = world.CreateEntity();
UpdatableComponent& component = entity->AddComponent<UpdatableComponent>(); UpdatableComponent& component = entity->AddComponent<UpdatableComponent>();
THEN("Our entity component must be updated") THEN("Our entity component must be updated")