SDK: Fix unit tests
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@ -38,7 +38,7 @@ SCENARIO("BaseSystem", "[NDK][BASESYSTEM]")
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WHEN("We add an entity")
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WHEN("We add an entity")
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{
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{
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const Ndk::EntityHandle& entity = world.CreateEntity();
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Ndk::EntityHandle entity = world.CreateEntity();
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entity->AddComponent<Ndk::VelocityComponent>();
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entity->AddComponent<Ndk::VelocityComponent>();
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THEN("System should have it")
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THEN("System should have it")
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@ -50,7 +50,7 @@ SCENARIO("BaseSystem", "[NDK][BASESYSTEM]")
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WHEN("We add an entity with excluded component")
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WHEN("We add an entity with excluded component")
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{
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{
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const Ndk::EntityHandle& entity = world.CreateEntity();
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Ndk::EntityHandle entity = world.CreateEntity();
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entity->AddComponent<Ndk::VelocityComponent>();
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entity->AddComponent<Ndk::VelocityComponent>();
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entity->AddComponent<Ndk::NodeComponent>();
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entity->AddComponent<Ndk::NodeComponent>();
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@ -57,18 +57,18 @@ SCENARIO("Entity", "[NDK][ENTITY]")
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{
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{
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Ndk::World world;
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Ndk::World world;
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Ndk::BaseSystem& system = world.AddSystem<UpdateSystem>();
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Ndk::BaseSystem& system = world.AddSystem<UpdateSystem>();
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const Ndk::EntityHandle& entity = world.CreateEntity();
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Ndk::EntityHandle entity = world.CreateEntity();
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WHEN("We add our UpdateComponent")
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WHEN("We add our UpdateComponent")
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{
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{
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UpdatableComponent& updatableComponent = entity->AddComponent<UpdatableComponent>();
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UpdatableComponent& updatableComponent = entity->AddComponent<UpdatableComponent>();
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REQUIRE(!updatableComponent.IsUpdated());
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CHECK(!updatableComponent.IsUpdated());
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THEN("Update the world should update the entity's component")
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THEN("Update the world should update the entity's component")
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{
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{
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world.Update(1.f);
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world.Update(1.f);
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UpdatableComponent& updatableComponentGet = entity->GetComponent<UpdatableComponent>();
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UpdatableComponent& updatableComponentGet = entity->GetComponent<UpdatableComponent>();
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REQUIRE(updatableComponentGet.IsUpdated());
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CHECK(updatableComponentGet.IsUpdated());
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}
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}
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THEN("Update the world should not update the entity's component if it's disabled")
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THEN("Update the world should not update the entity's component if it's disabled")
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@ -76,14 +76,14 @@ SCENARIO("Entity", "[NDK][ENTITY]")
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entity->Enable(false);
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entity->Enable(false);
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world.Update(1.f);
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world.Update(1.f);
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UpdatableComponent& updatableComponentGet = entity->GetComponent<UpdatableComponent>();
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UpdatableComponent& updatableComponentGet = entity->GetComponent<UpdatableComponent>();
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REQUIRE(!updatableComponentGet.IsUpdated());
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CHECK(!updatableComponentGet.IsUpdated());
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}
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}
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THEN("We can remove its component")
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THEN("We can remove its component")
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{
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{
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entity->RemoveComponent(Ndk::GetComponentIndex<UpdatableComponent>());
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entity->RemoveComponent(Ndk::GetComponentIndex<UpdatableComponent>());
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world.Update(1.f);
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world.Update(1.f);
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REQUIRE(!entity->HasComponent<UpdatableComponent>());
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CHECK(!entity->HasComponent<UpdatableComponent>());
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}
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}
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}
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}
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@ -94,7 +94,7 @@ SCENARIO("Entity", "[NDK][ENTITY]")
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THEN("It's no more valid")
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THEN("It's no more valid")
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{
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{
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REQUIRE(!world.IsEntityValid(entity));
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CHECK(!world.IsEntityValid(entity));
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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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@ -7,7 +7,7 @@ SCENARIO("EntityOwner", "[NDK][ENTITYOWNER]")
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GIVEN("A world & an entity")
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GIVEN("A world & an entity")
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{
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{
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Ndk::World world;
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Ndk::World world;
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const Ndk::EntityHandle& entity = world.CreateEntity();
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Ndk::EntityHandle entity = world.CreateEntity();
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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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@ -15,14 +15,14 @@ SCENARIO("EntityOwner", "[NDK][ENTITYOWNER]")
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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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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("Resetting or getting out of scope is no more valid")
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{
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{
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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(1.f);
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REQUIRE(!entity.IsValid());
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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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@ -79,7 +79,7 @@ SCENARIO("World", "[NDK][WORLD]")
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AND_WHEN("We update our world with our entity")
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AND_WHEN("We update our world with our entity")
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{
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{
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REQUIRE(&world.GetSystem(UpdateSystem::systemIndex) == &world.GetSystem<UpdateSystem>());
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REQUIRE(&world.GetSystem(UpdateSystem::systemIndex) == &world.GetSystem<UpdateSystem>());
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const Ndk::EntityHandle& entity = world.CreateEntity();
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Ndk::EntityHandle entity = world.CreateEntity();
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UpdatableComponent& component = entity->AddComponent<UpdatableComponent>();
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UpdatableComponent& component = entity->AddComponent<UpdatableComponent>();
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THEN("Our entity component must be updated")
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THEN("Our entity component must be updated")
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