-added multiple new function to allocate template and add entity -updated README.md (complete initial version) -empty components now don't take memory -fixedd small bug with TestRunner -added many new tests (HashMap, Vector, EntityMeta, ...) -added default hashing function to HashMap -fixed critical bug with adding entities -fixed small bug with adding entity with remplacement components -added asserts into code to better bug detection -small performance improvement for events -added ComponentRef structure which contain data pointer and componentID -remove EntityID from Event structure -now events are handled before removing entiteis -fixed GDC compilation -fixed rendering of rotated sprites -added weapons as separate entities to space ship and others -added Tower enemy to SpaceInvaders demo -added Boss to SpaceInvaders demo (boss has four tower attached to it) -Boss towers shoot multiple bullets upon death -fixed critical bug with demos switching -fixed critical bug related to adding/removing entities form inside onAdd/onRemove entity callback -added animation support -added particles sypport and particles for firing and explostions, and more -multithreaded rendering now has same rendering order as singlethreaded -application automaticallu detect host CPU threads count -added upgrades to SPaceInvaders demo -fixed texture memory freeing -improved documentation -improved multithreaded performance -improve shader code -fixed registration issue -some additional performance improvements -added depth and colors to rendering parameters -jobs now has names corresponding to their systems -change execute() -> willExecute() -added EntityMeta structure to speedup getting fetching components form entity -improved multithreading rendering -added possibility tio change number of threads runtime -added bullets collision detection in SpaceInvaders demo -some CI changes -added VBO batch rendering (current default, no render mode switch yet) -fixed camera positioning calculation -fixed buffer issue with WebGL -added viewport scalling (at least 300 pixels height). Pixels are scalled if screen is bigger. -center demos gameplay area -added fullpage html template for Emscripten build -added many new sprites to atlas -fixed critical bug with CPU usage in multithreaded mode -snake render tile coresponding to body part -snake is destroyed after collision and emit some particles -added some functionality to vectors -fixed documentation issue in Manager.d -more minor code changes and cleanup
79 lines
1.7 KiB
D
79 lines
1.7 KiB
D
module tests.vector;
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import bubel.ecs.simple_vector;
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import bubel.ecs.vector;
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version(GNU)
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{
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pragma(inline, true) T[n] staticArray(T, size_t n)(auto ref T[n] a)
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{
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return a;
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}
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}
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else import std.array : staticArray;
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@("simple-vector")
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unittest
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{
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SimpleVector vector;
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vector.add(cast(ubyte[]) "a");
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vector.add(cast(ubyte[]) "bsdf");
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assert(vector[0 .. 5] == cast(ubyte[]) "absdf");
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assert(vector[4] == 'f');
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assert(vector[] == cast(ubyte[]) "absdf");
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assert(vector[$ - 1] == 'f');
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vector.clear();
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assert(vector.length == 0);
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ubyte[1025] array;
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foreach(i;0..cast(uint)array.length)array[i] = cast(ubyte)i;
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vector.add(array);
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assert(vector.length == 1025);
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assert(vector[] == array[]);
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SimpleVector vector2;
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vector2.clear();
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vector2.add(array[0..1023]);
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vector2.add('a');
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vector2.add('b');
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assert(vector2.length == 1025);
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assert(vector2[0..1023] == array[0..1023]);
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assert(vector2[1023] == 'a');
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assert(vector2[1024] == 'b');
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}
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@("Vector")
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unittest
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{
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struct G
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{
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int a;
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}
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Vector!G vector;
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assert(vector.empty());
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vector.add(G(1));
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assert(!vector.empty());
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vector.clear();
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assert(vector.empty());
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vector.add(G(1));
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assert(!vector.empty());
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vector.reset();
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assert(vector.empty());
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vector.add(G(1));
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vector.add([G(2),G(5)].staticArray);
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assert(vector.length == 3);
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assert(vector.capacity == 1);
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Vector!G vector2;
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vector2.add([G(1),G(2),G(5)].staticArray);
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assert(vector == vector2);
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vector2.remove(1);
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assert(vector != vector2);
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assert(vector2.length == 2);
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assert(vector2[1] == G(5));
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vector2.add(G(2),1);
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assert(vector == vector2);
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}
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