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Adds basic tests for the CinemaManager component
Reviewed By: wraitii Differential Revision: https://code.wildfiregames.com/D1013 This was SVN commit r20514.
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/* Copyright (C) 2017 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "simulation2/system/ComponentTest.h"
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#include "simulation2/components/ICmpCinemaManager.h"
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class TestCmpCinemaManager : public CxxTest::TestSuite
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{
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public:
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void setUp()
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{
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CXeromyces::Startup();
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}
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void tearDown()
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{
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CXeromyces::Terminate();
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}
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void test_basic()
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{
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ComponentTestHelper test(g_ScriptRuntime);
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JSContext* cx = test.GetScriptInterface().GetContext();
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JSAutoRequest rq(cx);
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ICmpCinemaManager* cmp = test.Add<ICmpCinemaManager>(CID_CinemaManager, "", SYSTEM_ENTITY);
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TS_ASSERT_EQUALS(cmp->HasPath(L"test"), false);
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cmp->AddPath(generatePath(L"test"));
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TS_ASSERT_EQUALS(cmp->HasPath(L"test"), true);
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cmp->DeletePath(L"test");
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TS_ASSERT_EQUALS(cmp->HasPath(L"test"), false);
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cmp->AddPath(generatePath(L"long_path", fixed::FromInt(3600)));
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TS_ASSERT_EQUALS(cmp->HasPath(L"long_path"), true);
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TS_ASSERT_EQUALS(cmp->IsEnabled(), false);
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cmp->AddCinemaPathToQueue(L"long_path");
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cmp->Play();
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size_t number_of_turns = 0;
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while (cmp->IsEnabled())
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{
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CMessageUpdate msg(fixed::FromInt(36));
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cmp->HandleMessage(msg, true);
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++number_of_turns;
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}
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TS_ASSERT_EQUALS(number_of_turns, 100);
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}
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private:
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// Generates a simple cinema path with two position and two target nodes.
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CCinemaPath generatePath(const CStrW& name, const fixed& duration = fixed::FromInt(1))
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{
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// Helper nodes
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CFixedVector3D nodeA(fixed::FromInt(1), fixed::FromInt(0), fixed::FromInt(1));
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CFixedVector3D nodeB(fixed::FromInt(9), fixed::FromInt(0), fixed::FromInt(9));
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CFixedVector3D shift(fixed::FromInt(3), fixed::FromInt(3), fixed::FromInt(3));
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// Constructs the default cinema path data
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CCinemaData pathData;
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pathData.m_Name = name;
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pathData.m_Timescale = fixed::FromInt(1);
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pathData.m_Orientation = L"target";
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pathData.m_Mode = L"ease_inout";
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pathData.m_Style = L"default";
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// Creates two parallel segments from the A node to the B node
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TNSpline positionSpline, targetSpline;
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positionSpline.AddNode(nodeA, CFixedVector3D(), fixed::FromInt(0));
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positionSpline.AddNode(nodeB, CFixedVector3D(), duration);
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targetSpline.AddNode(nodeA + shift, CFixedVector3D(), fixed::FromInt(0));
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targetSpline.AddNode(nodeB + shift, CFixedVector3D(), duration);
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return CCinemaPath(pathData, positionSpline, targetSpline);
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}
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};
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