#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 GameStateTest {
#region class TestGameState
/// Game state used for unit testing
private class TestGameState : GameState {
/// 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.UpdateCallCount;
}
/// Called when the game state has been entered
protected override void OnEntered() {
++this.OnEnteredCallCount;
base.OnEntered(); // for test coverage...
}
/// Called when the game state is being left again
protected override void OnLeaving() {
++this.OnLeavingCallCount;
base.OnLeaving(); // for test coverage...
}
/// Called when the game state should enter pause mode
protected override void OnPause() {
++this.OnPauseCallCount;
base.OnPause(); // for test coverage...
}
/// Called when the game state should resume from pause mode
protected override void OnResume() {
++this.OnResumeCallCount;
base.OnResume(); // for test coverage...
}
/// Number of calls to the Update() method
public int UpdateCallCount;
/// Number of calls to the OnEntered() method
public int OnEnteredCallCount;
/// Number of calls to the OnLeaving() method
public int OnLeavingCallCount;
/// Number of calls to the OnPause() method
public int OnPauseCallCount;
/// Number of calls to the OnResume() method
public int OnResumeCallCount;
}
#endregion // class TestGameState
///
/// Verifies that the constructor of the game state class is working
///
[Test]
public void TestConstructor() {
GameState gameState = new TestGameState();
Assert.IsNotNull(gameState); // nonsense, avoids compiler warning
}
///
/// Verifies that the Update() call can be used on the game state
///
[Test]
public void TestUpdate() {
var testGameState = new TestGameState();
testGameState.Update(new GameTime());
Assert.AreEqual(1, testGameState.UpdateCallCount);
}
///
/// Tests whether the Enter() and Leave() notifications of a game state are
/// invoked at the appropriate times
///
[Test]
public void TestEnterLeave() {
var testGameState = new TestGameState();
Assert.AreEqual(0, testGameState.OnEnteredCallCount);
((IGameState)testGameState).Enter();
Assert.AreEqual(1, testGameState.OnEnteredCallCount);
Assert.AreEqual(0, testGameState.OnLeavingCallCount);
((IGameState)testGameState).Leave();
Assert.AreEqual(1, testGameState.OnLeavingCallCount);
}
///
/// Tests whether the Pause() and Resume() notifications of a game state are
/// invoked at the appropriate times
///
[Test]
public void TestPauseResume() {
var testGameState = new TestGameState();
Assert.AreEqual(0, testGameState.OnPauseCallCount);
((IGameState)testGameState).Pause();
Assert.AreEqual(1, testGameState.OnPauseCallCount);
Assert.AreEqual(0, testGameState.OnResumeCallCount);
((IGameState)testGameState).Resume();
Assert.AreEqual(1, testGameState.OnResumeCallCount);
}
///
/// Verifies that redundant calls to the Pause() method will not cause
/// multiple calls of the OnPaused() notification
///
[Test]
public void TestRedundantPauseIsIgnored() {
var testGameState = new TestGameState();
Assert.AreEqual(0, testGameState.OnPauseCallCount);
((IGameState)testGameState).Pause();
Assert.AreEqual(1, testGameState.OnPauseCallCount);
((IGameState)testGameState).Pause();
Assert.AreEqual(1, testGameState.OnPauseCallCount);
}
///
/// Verifies that redundant calls to the Resume() method will not cause
/// multiple calls of the OnResume() notification
///
[Test]
public void TestRedundantResumeIsIgnored() {
var testGameState = new TestGameState();
Assert.AreEqual(0, testGameState.OnResumeCallCount);
((IGameState)testGameState).Resume();
Assert.AreEqual(0, testGameState.OnResumeCallCount);
((IGameState)testGameState).Pause();
((IGameState)testGameState).Resume();
Assert.AreEqual(1, testGameState.OnResumeCallCount);
((IGameState)testGameState).Resume();
Assert.AreEqual(1, testGameState.OnResumeCallCount);
}
///
/// Tests whether the Enabled property provided via the IUpdateable
/// interface is returned correctly
///
[Test]
public void TestEnabledProperty() {
IUpdateable updateableState = new TestGameState();
Assert.IsTrue(updateableState.Enabled);
}
///
/// Tests whether the UpdateOrder property provided via the IUpdateable
/// interface is returned correctly
///
[Test]
public void TestUpdateOrderProperty() {
IUpdateable updateableState = new TestGameState();
Assert.AreEqual(0, updateableState.UpdateOrder);
}
///
/// Tests whether the UpdateOrderChanged event can be used
///
[Test]
public void TestUpdateOrderChangedEvent() {
IUpdateable updateableState = 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)
updateableState.UpdateOrderChanged += delegate(object sender, EventArgs arguments) { };
updateableState.UpdateOrderChanged -= delegate(object sender, EventArgs arguments) { };
}
///
/// Tests whether the EnabledChanged event can be used
///
[Test]
public void TestEnabledChangedEvent() {
IUpdateable updateableState = 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)
updateableState.EnabledChanged += delegate(object sender, EventArgs arguments) { };
updateableState.EnabledChanged -= delegate(object sender, EventArgs arguments) { };
}
}
} // namespace Nuclex.Game.States
#endif // UNITTEST