int callTestSuite(UNITTESTSUITE suite)
{
	int rc = 1;
	UNITTEST* test = suite.tests;

	if (suite.setup)
		(suite.setup());

	for (int i = 0; i < num_of_tests; ++i){
		BROFILER_FRAME("Main");
		test = suite.tests;
		while (test->test != 0)
		{
			//BROFILER_FRAME("Test");
			if (callTest(test++))
			{
				printf(".");
			}
			else
			{
				printf("#");
				rc = 0;
			}
		}
	}

	if (suite.teardown)
		(suite.teardown());

	return rc;
}
Exemplo n.º 2
0
//-----------------------------------------------------------------------------
//! @brief   TODO enter a description
//! @remark
//-----------------------------------------------------------------------------
void Application::mainGameLoop()
{
    MSG message;
    message.message = WM_NULL;
    PeekMessage(&message, 0, 0, 0, PM_NOREMOVE);

    while ( WM_QUIT != message.message )
    {
        
        message.message = WM_NULL;
        bool gotMessage = ( PeekMessage(&message, 0, 0, 0, PM_NOREMOVE) != 0 );
        if (gotMessage)
        {
            PeekMessage(&message, 0, 0, 0, PM_REMOVE );
            TranslateMessage( &message );
            DispatchMessage( &message );
        }
        else
        {
            BROFILER_FRAME("NewSpaceSim Frame Marker");
            m_performanceTimer.update();
            m_elapsedTime = m_performanceTimer.getElapsedTime();
            m_time = m_performanceTimer.getTime();

            m_inputSystem.update(m_elapsedTime, m_time);
            Input input = m_inputSystem.getInput();
            m_cameraSystem.update(m_elapsedTime, m_time, input);
            const Camera* cam = m_cameraSystem.getCamera("global");
            m_view = cam->getCamera();
            
            RenderInstanceTree renderList;
            //renderList.reserve(m_previousRenderInstanceListSize); //Upfront reserve as much space as the last frame used, it should at max from once or twice a frame this way, ignoring the first one
            m_gameObjectManager.update(renderList, m_elapsedTime, input);
            m_gameResource->getLaserManager().update(renderList, m_elapsedTime, m_renderSystem.getDeviceMananger());
			//cache->ProvideRenderInstances(renderList);

            m_renderSystem.beginDraw(renderList, m_gameResource);
            m_renderSystem.update(m_gameResource, renderList, m_elapsedTime, m_time);
            m_renderSystem.endDraw(m_gameResource);
            m_previousRenderInstanceListSize = renderList.size();

            //if (input.getInput(0)->getActionValue(InputActions::eAButton))
            //{
            //    m_renderSystem.flipWireFrameMod();
            //}
            //if (input.getInput(1)->getActionValue(m_inputSystem.getInputActionFromName("exit_game")))
            //{
            //    PostQuitMessage(0);
            //}

			InputActions::ActionType inputAction;
			InputSystem::getInputActionFromName(exitGame, inputAction);
            if (input.getInput(0)->getActionValue(inputAction))
            {
                PostQuitMessage(0);
            }
        }
    }
}
Exemplo n.º 3
0
bool Engine::Update()
{ BROFILER_FRAME("MainThread")
	UpdateInput();

	UpdateMessages();

	UpdateLogic();

	UpdateScene();

	UpdatePhysics();

	Draw();

	return true;
}