Refactor the way resources are loaded (#191)

* WIP

* WIP

* Font works

* WIP: Only Music remains

* Looks like it's working

* Fix oopsie

* Core/ObjectRef: Add cast functions

* Update ChangeLog.md

* Audio/SoundStream: Make sound stream thread-safe
This commit is contained in:
Jérôme Leclercq
2018-10-28 01:53:11 +02:00
committed by GitHub
parent fa7cbc21e5
commit ed46c87781
64 changed files with 1058 additions and 1071 deletions

View File

@@ -5,21 +5,20 @@ SCENARIO("SkeletalModel", "[GRAPHICS][SKELETALMODEL]")
{
GIVEN("A default skeletal model")
{
Nz::SkeletalModel skeletalModel;
Nz::AnimationRef animation = Nz::Animation::New();
WHEN("We can load the bob lamp")
{
REQUIRE(skeletalModel.LoadFromFile("resources/Engine/Graphics/Bob lamp/bob_lamp_update.md5mesh"));
REQUIRE(animation->LoadFromFile("resources/Engine/Graphics/Bob lamp/bob_lamp_update.md5anim"));
skeletalModel.SetAnimation(animation);
Nz::AnimationRef animation = Nz::Animation::LoadFromFile("resources/Engine/Graphics/Bob lamp/bob_lamp_update.md5anim");
Nz::SkeletalModelRef skeletalModel = Nz::StaticRefCast<Nz::SkeletalModel>(Nz::SkeletalModel::LoadFromFile("resources/Engine/Graphics/Bob lamp/bob_lamp_update.md5mesh"));
REQUIRE(skeletalModel);
REQUIRE(animation);
skeletalModel->SetAnimation(animation);
THEN("We can enable its animation")
{
REQUIRE(skeletalModel.HasAnimation());
skeletalModel.EnableAnimation(true);
skeletalModel.AdvanceAnimation(0.10f);
REQUIRE(skeletalModel.IsAnimationEnabled());
REQUIRE(skeletalModel->HasAnimation());
skeletalModel->EnableAnimation(true);
skeletalModel->AdvanceAnimation(0.10f);
REQUIRE(skeletalModel->IsAnimationEnabled());
}
}
}