#region CPL License
/*
Nuclex Framework
Copyright (C) 2002-2011 Nuclex Development Labs
This library is free software; you can redistribute it and/or
modify it under the terms of the IBM Common Public License as
published by the IBM Corporation; either version 1.0 of the
License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
IBM Common Public License for more details.
You should have received a copy of the IBM Common Public
License along with this library
*/
#endregion
#if UNITTEST
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using NUnit.Framework;
namespace Nuclex.Game.States {
/// Unit test for the game state class
[TestFixture]
internal class DrawableGameStateTest {
#region class TestGameState
/// Game state used for unit testing
private class TestGameState : DrawableGameState {
/// Initializes a new test game state
public TestGameState() { }
///
/// Allows the game state to run logic such as updating the world,
/// checking for collisions, gathering input and playing audio.
///
/// Provides a snapshot of timing values
public override void Update(GameTime gameTime) { }
/// This is called when the game state should draw itself
/// Provides a snapshot of timing values
public override void Draw(GameTime gameTime) {
++this.DrawCallCount;
}
/// Number of calls to the DraW() method
public int DrawCallCount;
}
#endregion // class TestGameState
///
/// Verifies that the constructor of the drawable game state is working
///
[Test]
public void TestConstructor() {
GameState gameState = new TestGameState();
}
///
/// Verifies that the Draw() call can be used on the game state
///
[Test]
public void TestDraw() {
var gameState = new TestGameState();
gameState.Draw(new GameTime());
Assert.AreEqual(1, gameState.DrawCallCount);
}
///
/// Tests whether the Visible property provided via the IDrawable
/// interface is returned correctly
///
[Test]
public void TestVisibleProperty() {
IDrawable drawableState = new TestGameState();
Assert.IsTrue(drawableState.Visible);
}
///
/// Tests whether the DrawOrder property provided via the IDrawable
/// interface is returned correctly
///
[Test]
public void TestDrawOrderProperty() {
IDrawable drawableState = new TestGameState();
Assert.AreEqual(0, drawableState.DrawOrder);
}
///
/// Tests whether the DrawOrderChanged event can be used
///
[Test]
public void TestDrawOrderChangedEvent() {
IDrawable drawableState = new TestGameState();
// There's no point in doing any testing here because the events are
// never triggered, thus no exception on this means the part that
// needs to be implemented is working right (ie. doing nothing)
drawableState.DrawOrderChanged += delegate(object sender, EventArgs arguments) { };
drawableState.DrawOrderChanged -= delegate(object sender, EventArgs arguments) { };
}
///
/// Tests whether the VisibleChanged event can be used
///
[Test]
public void TestVisibleChangedEvent() {
IDrawable drawableState = new TestGameState();
// There's no point in doing any testing here because the events are
// never triggered, thus no exception on this means the part that
// needs to be implemented is working right (ie. doing nothing)
drawableState.VisibleChanged += delegate(object sender, EventArgs arguments) { };
drawableState.VisibleChanged -= delegate(object sender, EventArgs arguments) { };
}
}
} // namespace Nuclex.Game.States
#endif // UNITTEST