bubel-ecs/tests/map.d
Dawid Masiukiewicz 024356df9b Common update:
-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
2020-05-28 16:48:42 +00:00

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D

module tests.map;
import bubel.ecs.hash_map;
version(GNU)
{
pragma(inline, true) T[n] staticArray(T, size_t n)(auto ref T[n] a)
{
return a;
}
}
else import std.array : staticArray;
@("HashMap")
unittest
{
HashMap!(string, int) map;
assert(map.length == 0);
map.add("asd",1);
assert(map.length == 1);
map.clear();
assert(map.length == 0);
map.add("asd",1);
assert(map.length == 1);
map.reset();
assert(map.length == 0);
map.add("asd",1);
string asd = "asd";
assert(map.isIn("asd"));
assert(map.isIn(asd));
assert(!map.isIn("asdf"));
map.tryRemove("asdf");
map.tryRemove("asd");
assert(map.length == 0);
map.add("asdf",1);
map.add("asd",2);
assert(map["asd"] == 2);
assert(map["asdf"] == 1);
assert(map.length == 2);
map.tryRemove("asdf");
assert(map.length == 1);
map.remove("asd");
assert(map.length == 0);
map.add("asd",1);
map.add("asdwwghe",6);
foreach(k,v;&map.byKeyValue)
{
assert(map[k] == v);
}
}