Files
NazaraEngine/tests/SDK/NDK/Entity.cpp
Gawaboumga 95689f46fb Documentation for module 'NDK'
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2016-08-21 13:48:52 +02:00

101 lines
2.2 KiB
C++

#include <NDK/World.hpp>
#include <NDK/Component.hpp>
#include <Catch/catch.hpp>
namespace
{
class UpdatableComponent : public Ndk::Component<UpdatableComponent>
{
public:
bool IsUpdated()
{
return m_updated;
}
void SetUpdated()
{
m_updated = true;
}
static Ndk::ComponentIndex componentIndex;
private:
bool m_updated = false;
};
Ndk::ComponentIndex UpdatableComponent::componentIndex;
class UpdateSystem : public Ndk::System<UpdateSystem>
{
public:
UpdateSystem()
{
Requires<UpdatableComponent>();
}
~UpdateSystem() = default;
static Ndk::SystemIndex systemIndex;
private:
void OnUpdate(float elapsedTime) override
{
for (const Ndk::EntityHandle& entity : GetEntities())
{
UpdatableComponent& updatable = entity->GetComponent<UpdatableComponent>();
updatable.SetUpdated();
}
}
};
Ndk::SystemIndex UpdateSystem::systemIndex;
}
SCENARIO("Entity", "[NDK][ENTITY]")
{
GIVEN("A world & an entity")
{
Ndk::World world;
Ndk::BaseSystem& system = world.AddSystem<UpdateSystem>();
const Ndk::EntityHandle& entity = world.CreateEntity();
WHEN("We add our UpdateComponent")
{
UpdatableComponent& updatableComponent = entity->AddComponent<UpdatableComponent>();
REQUIRE(!updatableComponent.IsUpdated());
THEN("Update the world should update the entity's component")
{
world.Update(1.f);
UpdatableComponent& updatableComponentGet = entity->GetComponent<UpdatableComponent>();
REQUIRE(updatableComponentGet.IsUpdated());
}
THEN("Update the world should not update the entity's component if it's disabled")
{
entity->Enable(false);
world.Update(1.f);
UpdatableComponent& updatableComponentGet = entity->GetComponent<UpdatableComponent>();
REQUIRE(!updatableComponentGet.IsUpdated());
}
THEN("We can remove its component")
{
entity->RemoveComponent(Ndk::GetComponentIndex<UpdatableComponent>());
world.Update(1.f);
REQUIRE(!entity->HasComponent<UpdatableComponent>());
}
}
WHEN("We kill our entity")
{
entity->Kill();
world.Update(1.f);
THEN("It's no more valid")
{
REQUIRE(!world.IsEntityValid(entity));
}
}
}
}