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- //-----------------------------------------------------------------------------
- // Copyright (c) 2014 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #ifdef TORQUE_TESTS_ENABLED
- #include "testing/unitTesting.h"
- #include "component/simpleComponent.h"
- TEST(SimpleComponent, SimpleComponent)
- {
- // When instantiating, and working with a SimObject in C++ code, such as
- // a unit test, you *may not* allocate a SimObject off of the stack.
- //
- // For example:
- // SimpleComponent sc;
- // is a stack allocation. This memory is allocated off of the program stack
- // when the function is called. SimObject deletion is done via SimObject::deleteObject()
- // and the last command of this method is 'delete this;' That command will
- // cause an assert if it is called on stack-allocated memory. Therefor, when
- // instantiating SimObjects in C++ code, it is imperitive that you keep in
- // mind that if any script calls 'delete()' on that SimObject, or any other
- // C++ code calls 'deleteObject()' on that SimObject, it will crash.
- SimpleComponent *sc = new SimpleComponent();
- // SimObject::registerObject must be called on a SimObject before it is
- // fully 'hooked in' to the engine.
- //
- // Tracing execution of this function will let you see onAdd get called on
- // the component, and you will see it cache the interface we exposed.
- sc->registerObject();
- // It is *not* required that a component always be owned by a component (obviously)
- // however I am using an owner so that you can trace execution of recursive
- // calls to cache interfaces and such.
- SimComponent *testOwner = new SimComponent();
- // Add the test component to it's owner. This will set the 'mOwner' field
- // of 'sc' to the address of 'testOwner'
- testOwner->addComponent( sc );
- // If you step-into this registerObject the same way as the previous one,
- // you will be able to see the recursive caching of the exposed interface.
- testOwner->registerObject();
- // Now to prove that object composition is working properly, lets ask
- // both of these components for their interface lists...
- // The ComponentInterfaceList is a typedef for type 'VectorPtr<ComponentInterface *>'
- // and it will be used by getInterfaces() to store the results of the interface
- // query. This is the "complete" way to obtain an interface, and it is too
- // heavy-weight for most cases. A simplified query will be performed next,
- // to demonstrate the usage of both.
- ComponentInterfaceList iLst;
- // This query requests all interfaces, on all components, regardless of name
- // or owner.
- sc->getInterfaces( &iLst,
- // This is the type field. I am passing NULL here to signify that the query
- // should match all values of 'type' in the list.
- NULL,
- // The name field, let's pass NULL again just so when you trace execution
- // you can see how queries work in the simple case, first.
- NULL );
- // Lets process the list that we've gotten back, and find the interface that
- // we want.
- SimpleComponentInterface *scQueriedInterface = NULL;
- for( ComponentInterfaceListIterator i = iLst.begin(); i != iLst.end(); i++ )
- {
- scQueriedInterface = dynamic_cast<SimpleComponentInterface *>( *i );
- if( scQueriedInterface != NULL )
- break;
- }
- AssertFatal( scQueriedInterface != NULL, "No valid SimpleComponentInterface was found in query" );
- // Lets do it again, only we will execute the query on the parent instead,
- // in a simplified way. Remember the parent component doesn't expose any
- // interfaces at all, so the success of this behavior is entirely dependent
- // on the recursive registration that occurs in registerInterfaces()
- SimpleComponentInterface *ownerQueriedInterface = testOwner->getInterface<SimpleComponentInterface>();
- AssertFatal( ownerQueriedInterface != NULL, "No valid SimpleComponentInterface was found in query" );
- // We should now have two pointers to the same interface obtained by querying
- // different components.
- EXPECT_EQ( ownerQueriedInterface, scQueriedInterface )
- << "This really shouldn't be possible to fail given the setup of the test";
- // Lets call the method that was exposed on the component via the interface.
- // Trace the execution of this function, if you wish.
- EXPECT_TRUE( ownerQueriedInterface->isFortyTwo( 42 ) )
- << "Don't panic, but it's a bad day in the component system.";
- EXPECT_TRUE( scQueriedInterface->isFortyTwo( 42 ) )
- << "Don't panic, but it's a bad day in the component system.";
- // So there you have it. Writing a simple component that exposes a cached
- // interface, and testing it. It's time to clean up.
- testOwner->removeComponent( sc );
- sc->deleteObject();
- testOwner->deleteObject();
- // Interfaces do not need to be freed. In Juggernaught, these will be ref-counted
- // for more robust behavior. Right now, however, the values of our two interface
- // pointers, scQueriedInterface and ownerQueriedInterface, reference invalid
- // memory.
- };
- #endif
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