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Unit Testing for Leadwerks 3

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I've spent the last few days writing simple examples for every single command in Leadwerks 3. Not only does this make the documentation more friendly, it also acts as a final test to make sure all the commands work the way they say they should. I make the C++ example and then Chris converts it to Lua (and tells me what I did wrong!).

I didn't realize it at first, but this really showcases the strength of API design of Leadwerks. Since you get full control over the execution and flow of a Leadwerks program, it's easy to learn from simple examples that demonstrate one idea. Below are a few examples for different commands in the API.

Get the device accellerometer reading:#include "App.h"using namespace Leadwerks;Window* window = NULL;Context* context = NULL;bool App::Start(){ window = Window::Create(); context = Context::Create(window); return true;}bool App::Continue(){ if (window->Closed() || window->KeyDown(Key::Escape)) return false; Draw::SetColor(0,0,0); context->Clear(); //Display the device information on the screen Draw::SetBlendMode(Blend::Alpha); Draw::SetColor(1,1,1); Draw::Text("Orientation: "+String(Device::GetOrientation()),2,2); Draw::Text("Acceleration: "+Device::GetAcceleration().ToString(),2,22); Draw::SetBlendMode(Blend::Solid); context->Sync(); return true;}Create a physics shape from a model and use it on a scaled entity biggrin.png :#include "App.h"using namespace Leadwerks;Window* window = NULL;Context* context = NULL;World* world = NULL;Camera* camera = NULL;bool App::Start(){ window = Window::Create(); context = Context::Create(window); world = World::Create(); camera = Camera::Create(); camera->SetRotation(35,0,0); camera->Move(0,0,-10); Light* light = DirectionalLight::Create(); light->SetRotation(35,35,0); //Create the ground Model* ground = Model::Box(10,1,10); ground->SetPosition(0,-0.5,0); ground->SetColor(0,1,0); //Create a shape Shape* shape = Shape::Box(0,0,0, 0,0,0, 10,1,10); ground->SetShape(shape); shape->Release(); //Load a model Model* model = Model::Load("Models/teapot.mdl"); model->SetPosition(0,0,0); model->SetColor(0,0,1); model->SetScale(4,4,4); //Create a shape shape = Shape::PolyMesh(model->GetSurface(0)); model->SetShape(shape); model->SetPosition(0,0,0); shape->Release(); //Create some objects to fall model = Model::Sphere(); shape = Shape::Sphere(); model->SetShape(shape); shape->Release(); model->SetMass(1); model->SetColor(Math::Rnd(0,1),Math::Rnd(0,1),Math::Rnd(0,1)); model->SetPosition(Math::Rnd(-1,1),Math::Rnd(3,6),Math::Rnd(-1,1)); for (int i=0; i<10; i++) { model = (Model*)model->Instance(); model->SetCollisionType(Collision::Prop); model->SetColor(Math::Rnd(0,1),Math::Rnd(0,1),Math::Rnd(0,1)); model->SetPosition(Math::Rnd(-1,1),5+i*2,Math::Rnd(-1,1)); } return true;}bool App::Continue(){ if (window->Closed() || window->KeyDown(Key::Escape)) return false; Time::Update(); world->Update(); world->Render(); context->Sync(); return true;}Create a texture from scratch:#include "App.h"using namespace Leadwerks;Window* window = NULL;Context* context = NULL;World* world = NULL;Texture* texture = NULL;bool App::Start(){ window = Window::Create(); context = Context::Create(window); //Create a texture texture = Texture::Create(256,256); //Set the texture pixel data char* pixels = (char*)malloc(texture->GetMipmapSize(0)); char r,g,b; for (int x=0; x<256; x++) { for (int y=0; y<256; y++) { int p = (x*texture->GetWidth() + y)*4; memcpy(&r,pixels + p + 0, 1); memcpy(&g,pixels + p + 1, 1); memcpy(&b,pixels + p + 2, 1); if (x<128) { if (y<128) { r=0; g=0; b=255; } else { r=255; g=0; b=0; } } else { if (y<128) { r=255; g=0; b=0; } else { r=0; g=0; b=255; } } memcpy(pixels + p + 0, &r, 1); memcpy(pixels + p + 1, &g, 1); memcpy(pixels + p + 2, &b, 1); } } texture->SetPixels(pixels); return true;}bool App::Continue(){ if (window->Closed() || window->KeyDown(Key::Escape)) return false; Draw::SetColor(0,0,0); context->Clear(); //Display the texture on screen Draw::SetColor(1,1,1); Draw::Image(texture,0,0); context->Sync(); return true;}http://www.leadwerks.com

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We got some good feedback on the basic API. It now looks like this:
#include "App.h"

using namespace Leadwerks;

App::App() : window(NULL), context(NULL), world(NULL), camera(NULL) {}

    delete world;
    delete window;

bool App::Start()
    window = Window::Create();
    context = Context::Create(window);
    return true;

bool App::Continue()
    if (window->Closed() || window->KeyDown(Key::Escape)) return false;


    return true;

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