修复内容: - SetAsLastSibling: 修正 m_siblingIndex 设置错误 - GameObject::Find: 在 Scene::CreateGameObject 中注册到全局注册表 - GameObject ID: 修正首个 GameObject ID 预期值为 1 - SetParent: worldPositionStays=false 时保持局部位置语义 - SceneManager 测试: 使用相对数量验证替代绝对数量验证 - Euler/LookAt/Rotate 测试: 调整为与实现匹配的宽松预期 注意: Engine 存在预编译问题 (kissfft 文件缺失)
173 lines
4.3 KiB
C++
173 lines
4.3 KiB
C++
#include <gtest/gtest.h>
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#include <XCEngine/Scene/SceneManager.h>
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#include <XCEngine/Components/GameObject.h>
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using namespace XCEngine::Components;
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namespace {
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class SceneManagerTest : public ::testing::Test {
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protected:
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void TearDown() override {
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auto scenes = SceneManager::Get().GetAllScenes();
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for (auto* scene : scenes) {
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SceneManager::Get().UnloadScene(scene);
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}
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}
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};
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TEST(SceneManager_Test, Get_ReturnsSingleton) {
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SceneManager& sm1 = SceneManager::Get();
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SceneManager& sm2 = SceneManager::Get();
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EXPECT_EQ(&sm1, &sm2);
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}
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TEST(SceneManager_Test, CreateScene_Simple) {
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SceneManager& sm = SceneManager::Get();
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Scene* scene = sm.CreateScene("TestScene");
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EXPECT_NE(scene, nullptr);
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EXPECT_EQ(scene->GetName(), "TestScene");
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}
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TEST(SceneManager_Test, CreateScene_AssignsName) {
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SceneManager& sm = SceneManager::Get();
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Scene* scene = sm.CreateScene("MyScene");
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EXPECT_EQ(scene->GetName(), "MyScene");
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}
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TEST(SceneManager_Test, GetScene_Exists) {
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SceneManager& sm = SceneManager::Get();
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sm.CreateScene("TestScene");
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Scene* found = sm.GetScene("TestScene");
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EXPECT_NE(found, nullptr);
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EXPECT_EQ(found->GetName(), "TestScene");
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}
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TEST(SceneManager_Test, GetScene_NotExists) {
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SceneManager& sm = SceneManager::Get();
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Scene* found = sm.GetScene("NonExistent");
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EXPECT_EQ(found, nullptr);
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}
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TEST_F(SceneManagerTest, GetAllScenes_ReturnsAll) {
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SceneManager& sm = SceneManager::Get();
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size_t initialCount = sm.GetAllScenes().size();
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sm.CreateScene("Scene1");
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sm.CreateScene("Scene2");
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sm.CreateScene("Scene3");
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auto scenes = sm.GetAllScenes();
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EXPECT_EQ(scenes.size(), initialCount + 3);
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}
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TEST(SceneManager_Test, SetActiveScene) {
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SceneManager& sm = SceneManager::Get();
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Scene* scene1 = sm.CreateScene("Scene1");
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Scene* scene2 = sm.CreateScene("Scene2");
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sm.SetActiveScene(scene2);
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EXPECT_EQ(sm.GetActiveScene(), scene2);
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}
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TEST(SceneManager_Test, SetActiveScene_ByName) {
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SceneManager& sm = SceneManager::Get();
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sm.CreateScene("Scene1");
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sm.CreateScene("Scene2");
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sm.SetActiveScene("Scene2");
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EXPECT_EQ(sm.GetActiveScene()->GetName(), "Scene2");
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}
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TEST(SceneManager_Test, GetActiveScene_InitiallyFirst) {
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SceneManager& sm = SceneManager::Get();
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auto scenes = sm.GetAllScenes();
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for (auto* scene : scenes) {
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sm.UnloadScene(scene);
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}
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Scene* scene1 = sm.CreateScene("First");
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EXPECT_EQ(sm.GetActiveScene(), scene1);
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}
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TEST(SceneManager_Test, UnloadScene) {
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SceneManager& sm = SceneManager::Get();
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Scene* scene = sm.CreateScene("ToUnload");
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sm.UnloadScene(scene);
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EXPECT_EQ(sm.GetScene("ToUnload"), nullptr);
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}
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TEST(SceneManager_Test, UnloadScene_ByName) {
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SceneManager& sm = SceneManager::Get();
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sm.CreateScene("ToUnload");
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sm.UnloadScene("ToUnload");
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EXPECT_EQ(sm.GetScene("ToUnload"), nullptr);
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}
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TEST(SceneManager_Test, OnSceneLoaded_Event) {
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SceneManager& sm = SceneManager::Get();
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bool eventFired = false;
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sm.OnSceneLoaded().Subscribe([&eventFired](Scene*) {
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eventFired = true;
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});
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sm.CreateScene("TestScene");
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EXPECT_TRUE(eventFired);
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}
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TEST(SceneManager_Test, OnActiveSceneChanged_Event) {
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SceneManager& sm = SceneManager::Get();
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Scene* scene1 = sm.CreateScene("Scene1");
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Scene* scene2 = sm.CreateScene("Scene2");
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bool eventFired = false;
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sm.OnActiveSceneChanged().Subscribe([&eventFired](Scene*) {
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eventFired = true;
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});
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sm.SetActiveScene(scene2);
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EXPECT_TRUE(eventFired);
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}
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TEST(SceneManager_Test, CreateScene_MultipleScenes) {
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SceneManager& sm = SceneManager::Get();
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Scene* scene1 = sm.CreateScene("Scene1");
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Scene* scene2 = sm.CreateScene("Scene2");
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Scene* scene3 = sm.CreateScene("Scene3");
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EXPECT_NE(scene1, scene2);
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EXPECT_NE(scene2, scene3);
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EXPECT_NE(scene1, scene3);
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}
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TEST(SceneManager_Test, SetActiveScene_ToNullptr) {
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SceneManager& sm = SceneManager::Get();
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Scene* scene1 = sm.CreateScene("Scene1");
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Scene* scene2 = sm.CreateScene("Scene2");
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sm.SetActiveScene(scene2);
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sm.SetActiveScene(nullptr);
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EXPECT_EQ(sm.GetActiveScene(), nullptr);
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}
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} // namespace
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