Stage 2: render pipeline and UI toolkit over gpu/platform. Stage 3: schema registry, asset pipeline + runtime loader, scene graph and ECS. Stage 4: editor — docking, inspector, scene/game views, play mode, asset browser, console, profiler; 4.5 adds the 3D foundation (mixed 2D/3D spaces, meshes, depth). Stage 5: Aego Script — compiler (lexer/parser/types/resolver/checker/asm/compiler), bytecode with verifier and register VM, instance runtime, stdlib, native bindings, and editor/CLI integration (aego run/edit/check/test/dump).
56 lines
1.2 KiB
Go
56 lines
1.2 KiB
Go
package sceneio
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import (
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"testing"
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"aego/scene"
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"aego/schema"
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)
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type twin struct {
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V float32 `aego:"v"`
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}
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func twinTypes(t *testing.T) *scene.Types {
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t.Helper()
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ty := scene.NewTypes(schema.NewRegistry())
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if err := scene.RegisterComponent[twin](ty, schema.Name("test.Twin")); err != nil {
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t.Fatal(err)
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}
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if err := RegisterUnknown(ty); err != nil {
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t.Fatal(err)
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}
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if err := ty.Schema().Freeze(); err != nil {
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t.Fatal(err)
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}
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return ty
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}
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func queryCount(t *testing.T, src *scene.Types, dst *scene.Types) int {
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t.Helper()
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s := scene.New(src, nil, scene.Options{})
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h := s.Create(s.Root(), "N")
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scene.Add[twin](s, h).V = 1
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s.Flush()
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loaded, _, err := Load(Save(s), "t.aescene", dst, nil, LoadOptions{KeepIDs: true})
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if err != nil {
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t.Fatal(err)
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}
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n := 0
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scene.Query1[twin](loaded).Each(func(scene.NodeHandle, *twin) { n++ })
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return n
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}
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func TestQuerySameRegistry(t *testing.T) {
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ty := twinTypes(t)
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if n := queryCount(t, ty, ty); n != 1 {
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t.Fatalf("query sees %d nodes", n)
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}
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}
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func TestQueryAcrossRegistries(t *testing.T) {
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if n := queryCount(t, twinTypes(t), twinTypes(t)); n != 1 {
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t.Fatalf("query sees %d nodes when the scene is loaded into a second registry", n)
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}
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}
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