imugi/test/engine.scm

107 lines
3.5 KiB
Scheme

(module (test engine) ()
(import scheme
(chicken base)
(engine core)
(srfi 69)
(srfi 78)
(srfi 99))
(define-record-type <point> (make-point x y) point? (x point-x) (y point-y))
;; Entity addition and world state modification
(check (hash-table-size world) => 0) ;; World state starts empty
(check (hash-table-size component-sets) => 0)
(create-named-entity 'ball (make-point 1 1))
(check (hash-table-size world) => 0) ;; World state empty before next frame
(check (hash-table-size component-sets) => 0)
(resolve-queues) ;; TODO: swap this for (next-frame) and remove (resolve-queues) once we have a full game loop setup
(check (hash-table-size world) => 1) ;; World state updates after next frame
(check (hash-table-size component-sets) => 1)
(check (hash-table-exists? world 'ball) => #t)
(check (hash-table-exists? component-sets '<point>) => #t)
(check (point? (car (get-entity 'ball))) => #t) ;; Get entity retrieves the entity components
(clear-world)
(check (hash-table-size world) => 1) ;; World state does not immediately clear
(resolve-queues)
(check (hash-table-size world) => 0) ;; World state is empty after clear
(check (hash-table-size component-sets) => 1) ;; Component-sets doesn't clear
(create-named-entity 'ball (make-point 1 1))
(resolve-queues)
(remove-entity 'ball)
(resolve-queues)
(check (hash-table-size world) => 0) ;; Entity is properly removed
;; System addition and state modification
(check (length systems) => 0) ;; Systems list starts empty
(define sys-1 (make-system 'foo 0 '() void))
(define sys-2 (make-system 'bar 1 '() void))
(add-system sys-1)
(check (length systems) => 0) ;; Systems list is not immediately updated
(resolve-queues)
(check (length systems) => 1) ;; Systems list updates
(add-system sys-2)
(resolve-queues)
(check (length systems) => 2) ;; Systems list updates
(check (system-name (car systems)) => 'foo) ;; Foo is sorted before bar
(set-system-priority! sys-1 2)
(resolve-queues)
(check (system-name (car systems)) => 'bar) ;; Bar is sorted earlier after a priority change
(remove-system 'foo)
(check (length systems) => 2) ;; Systems list does not automatically update
(resolve-queues)
(check (length systems) => 1) ;; Systems list updates after resolution
(clear-systems)
(resolve-queues)
(check (length systems) => 0) ;; Systems list clears
;; Event bus creation and events
(check (hash-table-size event-buses) => 1) ;; Input bus already exists
(remove-event-bus 'input)
(check (hash-table-size event-buses) => 0) ;; Input bus is removed
(register-event-bus 'foo)
(check (hash-table-size event-buses) => 1) ;; Event bus registered
(push-event 'foo 'bar (make-point 1 1))
(check (hash-table-size (fetch-event-bus 'foo)) => 1) ;; Event is created
(check (point-x (peek-event 'foo 'bar)) => 1) ;; Event is peaked
(check (hash-table-size (fetch-event-bus 'foo)) => 1) ;; Event still exists
(check (point-x (pop-event 'foo 'bar)) => 1) ;; Event is popped
(check (hash-table-size (fetch-event-bus 'foo)) => 0) ;; Event is removed exists
;; Render queue tests
(check (hash-table-size render-queues) => 3)
(check (length render-priority) => 3)
(register-render-queue 'screen2 'screen)
(check (hash-table-size render-queues) => 4)
(check (length render-priority) => 4)
(check (length (hash-table-ref render-queues 'screen)) => 0)
(push-render-object 'screen 0 (lambda () #t))
(check (length (hash-table-ref render-queues 'screen)) => 1)
(evaluate-render-queue 'screen 'screen)
(check (length (hash-table-ref render-queues 'screen)) => 0)
(check-report)
(create-window)
)