Adding some tests

This commit is contained in:
Zoe Roux
2021-06-03 23:13:22 +02:00
parent a11bd21ec3
commit 4f14d380bf
5 changed files with 109 additions and 58 deletions
+1 -1
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@@ -17,6 +17,6 @@ add_library(wal
sources/Component/Component.cpp
sources/System/System.cpp
sources/Models/Callback.hpp
sources/View/BaseView.hpp)
sources/View/View.hpp)
target_include_directories(wal PUBLIC sources)
+1 -1
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@@ -7,7 +7,7 @@
#include <vector>
#include <functional>
#include <View/BaseView.hpp>
#include <View/View.hpp>
#include "Entity/Entity.hpp"
namespace WAL
-50
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@@ -1,50 +0,0 @@
//
// Created by Zoe Roux on 2021-06-03.
//
#pragma once
#include <vector>
#include <tuple>
#include <typeindex>
#include <functional>
#include "Entity/Entity.hpp"
namespace WAL
{
class BaseView
{
public:
std::vector<std::reference_wrapper<Entity>> entities = {};
std::vector<std::type_index> types = {};
size_t size()
{
return entities.size();
}
// std::vector<std::reference_wrapper<Entity>> &view(const Components &...index) requires(std::is_same_v<Components...>)
// {
// static std::vector<std::reference_wrapper<Entity>> view;
//
// std::copy_if(this->_entities.begin(), this->_entities.end(), std::back_inserter(view), [&index...](Entity &entity) {
// return (entity.hasComponent(index) && ...);
// });
// return view;
// }
};
template<typename ...Components>
class View : public BaseView
{
public:
explicit View(std::vector<Entity> &scene)
{
std::copy_if(scene.begin(), scene.end(), std::back_inserter(this->entities), [](Entity &entity) {
return (entity.hasComponent<Components>() && ...);
});
}
};
}
+65
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@@ -0,0 +1,65 @@
//
// Created by Zoe Roux on 2021-06-03.
//
#pragma once
#include <vector>
#include <tuple>
#include <typeindex>
#include <functional>
#include "Entity/Entity.hpp"
namespace WAL
{
//! @brief A basic view used to manipulate view without knowing their type at compile time.
class BaseView
{
public:
//! @brief The list of entities in the view.
std::vector<std::reference_wrapper<Entity>> entities = {};
//! @brief The list of types that every entity of the view has.
std::vector<std::type_index> types = {};
size_t size()
{
return entities.size();
}
//! @brief A default destructor
~BaseView() = default;
protected:
//! @brief A basic view can't be constructed, you should use the View templated class.
BaseView() = default;
//! @brief A basic view can't be constructed, you should use the View templated class.
BaseView(const BaseView &) = default;
//! @brief A basic view can't be assigned. See the View template class.
BaseView &operator=(const BaseView &) = default;
};
//! @brief A view allowing one to easily access entities containing a set list of component.
//! A view is always updated and only references to entities are kept.
template<typename ...Components>
class View : public BaseView
{
public:
//! @brief Construct a view from a list of entities.
//! Those entities are never copied but references to them are kept internally.
explicit View(std::vector<Entity> &scene)
{
this->types = {typeid(Components)...};
std::copy_if(scene.begin(), scene.end(), std::back_inserter(this->entities), [](Entity &entity) {
return (entity.hasComponent<Components>() && ...);
});
}
//! @brief Copying a view is not possible since a view must be managed by a scene.
View(const View &) = delete;
//! @brief A default destructor
~View() = default;
//! @brief A view is not assignable.
View &operator=(const View &) = delete;
};
}
+42 -6
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@@ -4,15 +4,10 @@
#include "Entity/Entity.hpp"
#include "Component/Position/PositionComponent.hpp"
#include "System/Movable/MovableSystem.hpp"
#include "System/Controllable/ControllableSystem.hpp"
#include <catch2/catch.hpp>
#include <Wal.hpp>
#include <Component/Controllable/ControllableComponent.hpp>
#define private public
#include <Component/Movable/MovableComponent.hpp>
using namespace WAL;
using namespace BBM;
@@ -29,4 +24,45 @@ TEST_CASE("View creation", "[View]")
Entity &entity = *scene.getEntities().begin();
Entity &firstView = *scene.view<PositionComponent, ControllableComponent>().entities.begin();
REQUIRE(&entity == &firstView);
}
}
TEST_CASE("View update", "[View]")
{
Scene scene;
scene.addEntity("player")
.addComponent<PositionComponent>()
.addComponent<ControllableComponent>();
auto &view = scene.view<PositionComponent>();
auto &entity = scene.addEntity("Box")
.addComponent<PositionComponent>();
REQUIRE(view.size() == 2);
entity.removeComponent<PositionComponent>();
REQUIRE(view.size() == 1);
}
TEST_CASE("View cache", "[View]")
{
Scene scene;
scene.addEntity("player")
.addComponent<PositionComponent>()
.addComponent<ControllableComponent>();
auto &view = scene.view<PositionComponent>();
REQUIRE(&view == &scene.view<PositionComponent>());
}
//TEST_CASE("View iteration", "[View]")
//{
// Scene scene;
// scene.addEntity("player")
// .addComponent<PositionComponent>()
// .addComponent<ControllableComponent>();
// scene.addEntity("Box")
// .addComponent<PositionComponent>();
// int i = 0;
// for (auto &entity : scene.view<PositionComponent>()) {
// if (i == 0)
// REQUIRE(entity.getName() == "player");
// else
// REQUIRE(entity.getName() == "Box");
// }
//}