103 lines
2.2 KiB
C++
103 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("World", "[NDK][WORLD]")
|
|
{
|
|
GIVEN("A brave new world and the update system")
|
|
{
|
|
Ndk::World world(false);
|
|
Ndk::BaseSystem& system = world.AddSystem<UpdateSystem>();
|
|
|
|
WHEN("We had a new entity with an updatable component and a system")
|
|
{
|
|
const Ndk::EntityHandle& entity = world.CreateEntity();
|
|
UpdatableComponent& component = entity->AddComponent<UpdatableComponent>();
|
|
|
|
THEN("We can get our entity and our system")
|
|
{
|
|
const Ndk::EntityHandle& fetchedEntity = world.GetEntity(entity->GetId());
|
|
REQUIRE(fetchedEntity->GetWorld() == &world);
|
|
}
|
|
|
|
THEN("We can clone it")
|
|
{
|
|
const Ndk::EntityHandle& clone = world.CloneEntity(entity->GetId());
|
|
REQUIRE(world.IsEntityValid(clone));
|
|
}
|
|
}
|
|
|
|
AND_WHEN("We update our world with our entity")
|
|
{
|
|
REQUIRE(&world.GetSystem(UpdateSystem::systemIndex) == &world.GetSystem<UpdateSystem>());
|
|
Ndk::EntityHandle entity = world.CreateEntity();
|
|
UpdatableComponent& component = entity->AddComponent<UpdatableComponent>();
|
|
|
|
THEN("Our entity component must be updated")
|
|
{
|
|
world.Update(1.f);
|
|
|
|
REQUIRE(component.IsUpdated());
|
|
}
|
|
|
|
THEN("We kill our entity")
|
|
{
|
|
REQUIRE(entity->IsValid());
|
|
|
|
world.KillEntity(entity);
|
|
world.Update(1.f);
|
|
|
|
REQUIRE(!world.IsEntityValid(entity));
|
|
}
|
|
}
|
|
}
|
|
} |