Files
XCEngine/tests/Scene/test_scene.cpp
ssdfasd 70571d11df 添加 Components 和 Scene 序列化支持
- Component: 添加 Serialize/Deserialize 虚函数
- TransformComponent: 实现 Transform 数据的序列化/反序列化
- GameObject: 实现对象序列化/反序列化
- Scene: 实现 Save/Load 方法,支持场景文件保存和加载
- 测试: 添加 Save_And_Load 和 Save_ContainsGameObjectData 测试
2026-03-22 03:42:40 +08:00

251 lines
6.6 KiB
C++

#include <gtest/gtest.h>
#include <XCEngine/Scene/Scene.h>
#include <XCEngine/Components/GameObject.h>
#include <XCEngine/Components/TransformComponent.h>
#include <XCEngine/Math/Vector3.h>
#include <fstream>
#include <sstream>
using namespace XCEngine::Components;
using namespace XCEngine::Math;
namespace {
class TestComponent : public Component {
public:
TestComponent() = default;
explicit TestComponent(const std::string& name) : m_customName(name) {}
std::string GetName() const override {
return m_customName.empty() ? "TestComponent" : m_customName;
}
bool m_awakeCalled = false;
bool m_updateCalled = false;
void Awake() override { m_awakeCalled = true; }
void Update(float deltaTime) override { m_updateCalled = true; }
private:
std::string m_customName;
};
class SceneTest : public ::testing::Test {
protected:
void SetUp() override {
testScene = std::make_unique<Scene>("TestScene");
}
std::unique_ptr<Scene> testScene;
};
TEST(Scene_Test, DefaultConstructor_DefaultName) {
Scene s;
EXPECT_EQ(s.GetName(), "Untitled");
}
TEST(Scene_Test, NamedConstructor) {
Scene s("MyScene");
EXPECT_EQ(s.GetName(), "MyScene");
}
TEST_F(SceneTest, CreateGameObject_Simple) {
GameObject* go = testScene->CreateGameObject("TestObject");
EXPECT_NE(go, nullptr);
EXPECT_EQ(go->GetName(), "TestObject");
}
TEST_F(SceneTest, CreateGameObject_WithParent) {
GameObject* parent = testScene->CreateGameObject("Parent");
GameObject* child = testScene->CreateGameObject("Child", parent);
EXPECT_NE(child, nullptr);
EXPECT_EQ(child->GetParent(), parent);
}
TEST_F(SceneTest, CreateGameObject_AssignsID) {
GameObject* go1 = testScene->CreateGameObject("Object1");
GameObject* go2 = testScene->CreateGameObject("Object2");
EXPECT_NE(go1->GetID(), GameObject::INVALID_ID);
EXPECT_NE(go2->GetID(), GameObject::INVALID_ID);
EXPECT_NE(go1->GetID(), go2->GetID());
}
TEST_F(SceneTest, CreateGameObject_AddsToRoot) {
GameObject* go = testScene->CreateGameObject("RootObject");
auto roots = testScene->GetRootGameObjects();
EXPECT_EQ(roots.size(), 1u);
EXPECT_EQ(roots[0], go);
}
TEST_F(SceneTest, DestroyGameObject_Simple) {
GameObject* go = testScene->CreateGameObject("TestObject");
testScene->DestroyGameObject(go);
EXPECT_EQ(testScene->Find("TestObject"), nullptr);
}
TEST_F(SceneTest, DestroyGameObject_WithChildren) {
GameObject* parent = testScene->CreateGameObject("Parent");
testScene->CreateGameObject("Child", parent);
testScene->DestroyGameObject(parent);
EXPECT_EQ(testScene->Find("Parent"), nullptr);
EXPECT_EQ(testScene->Find("Child"), nullptr);
}
TEST_F(SceneTest, Find_Exists) {
testScene->CreateGameObject("FindMe");
GameObject* found = testScene->Find("FindMe");
EXPECT_NE(found, nullptr);
EXPECT_EQ(found->GetName(), "FindMe");
}
TEST_F(SceneTest, Find_NotExists) {
GameObject* found = testScene->Find("NonExistent");
EXPECT_EQ(found, nullptr);
}
TEST_F(SceneTest, GetRootGameObjects_ReturnsTopLevel) {
GameObject* parent = testScene->CreateGameObject("Parent");
testScene->CreateGameObject("Child", parent);
auto roots = testScene->GetRootGameObjects();
EXPECT_EQ(roots.size(), 1u);
EXPECT_EQ(roots[0], parent);
}
TEST(Scene_Test, GetRootGameObjects_EmptyScene) {
Scene emptyScene;
auto roots = emptyScene.GetRootGameObjects();
EXPECT_EQ(roots.size(), 0u);
}
TEST_F(SceneTest, Update_UpdatesActiveObjects) {
GameObject* go = testScene->CreateGameObject("TestObject");
TestComponent* comp = go->AddComponent<TestComponent>();
testScene->Update(0.016f);
EXPECT_TRUE(comp->m_updateCalled);
}
TEST_F(SceneTest, Update_SkipsInactiveObjects) {
GameObject* go = testScene->CreateGameObject("InactiveObject");
TestComponent* comp = go->AddComponent<TestComponent>();
go->SetActive(false);
testScene->Update(0.016f);
EXPECT_FALSE(comp->m_updateCalled);
}
TEST(Scene_Test, IsActive_DefaultTrue) {
Scene s;
EXPECT_TRUE(s.IsActive());
}
TEST(Scene_Test, SetActive) {
Scene s;
s.SetActive(false);
EXPECT_FALSE(s.IsActive());
}
TEST_F(SceneTest, FindObjectOfType) {
GameObject* go = testScene->CreateGameObject("TestObject");
go->AddComponent<TestComponent>();
TestComponent* found = testScene->FindObjectOfType<TestComponent>();
EXPECT_NE(found, nullptr);
}
TEST_F(SceneTest, FindObjectsOfType) {
GameObject* go1 = testScene->CreateGameObject("Object1");
GameObject* go2 = testScene->CreateGameObject("Object2");
go1->AddComponent<TestComponent>();
go2->AddComponent<TestComponent>();
auto found = testScene->FindObjectsOfType<TestComponent>();
EXPECT_EQ(found.size(), 2u);
}
TEST_F(SceneTest, FindGameObjectWithTag) {
GameObject* go = testScene->CreateGameObject("MyTag");
GameObject* found = testScene->FindGameObjectWithTag("MyTag");
EXPECT_NE(found, nullptr);
}
TEST_F(SceneTest, OnGameObjectCreated_Event) {
bool eventFired = false;
testScene->OnGameObjectCreated().Subscribe([&eventFired](GameObject*) {
eventFired = true;
});
testScene->CreateGameObject("TestObject");
EXPECT_TRUE(eventFired);
}
TEST_F(SceneTest, OnGameObjectDestroyed_Event) {
bool eventFired = false;
testScene->OnGameObjectDestroyed().Subscribe([&eventFired](GameObject*) {
eventFired = true;
});
GameObject* go = testScene->CreateGameObject("TestObject");
testScene->DestroyGameObject(go);
EXPECT_TRUE(eventFired);
}
TEST_F(SceneTest, Save_And_Load) {
GameObject* go = testScene->CreateGameObject("SavedObject");
go->GetTransform()->SetLocalPosition(XCEngine::Math::Vector3(1.0f, 2.0f, 3.0f));
go->SetActive(true);
testScene->Save("test_scene.scene");
Scene loadedScene;
loadedScene.Load("test_scene.scene");
GameObject* loadedGo = loadedScene.Find("SavedObject");
EXPECT_NE(loadedGo, nullptr);
EXPECT_EQ(loadedGo->GetTransform()->GetLocalPosition(), XCEngine::Math::Vector3(1.0f, 2.0f, 3.0f));
}
TEST_F(SceneTest, Save_ContainsGameObjectData) {
testScene->CreateGameObject("Player");
testScene->CreateGameObject("Enemy");
testScene->Save("test_scene_multi.scene");
std::ifstream file("test_scene_multi.scene");
std::stringstream buffer;
buffer << file.rdbuf();
std::string content = buffer.str();
EXPECT_TRUE(content.find("Player") != std::string::npos);
EXPECT_TRUE(content.find("Enemy") != std::string::npos);
}
} // namespace