#include void Count_count_empty(void) { ecs_world_t *world = ecs_mini(); test_int(ecs_count(world, 0), 0); ecs_fini(world); } void Count_count_w_entity_0(void) { ecs_world_t *world = ecs_mini(); test_int(ecs_count_id(world, 0), 0); ecs_fini(world); } void Count_count_1_component(void) { ecs_world_t *world = ecs_mini(); ECS_COMPONENT(world, Position); ECS_ENTITY(world, e1, Position); ECS_ENTITY(world, e2, Position); test_int(ecs_count(world, Position), 2); ecs_fini(world); } void Count_count_disabled(void) { ecs_world_t *world = ecs_mini(); ECS_COMPONENT(world, Position); ecs_entity_t e1 = ecs_new(world, Position); ecs_new(world, Position); test_int(ecs_count(world, Position), 2); ecs_enable(world, e1, false); test_int(ecs_count(world, Position), 2); ecs_fini(world); } void Count_count_prefab(void) { ecs_world_t *world = ecs_mini(); ECS_COMPONENT(world, Position); ecs_entity_t e1 = ecs_new(world, Position); ecs_new(world, Position); test_int(ecs_count(world, Position), 2); ecs_add_id(world, e1, EcsPrefab); test_int(ecs_count(world, Position), 2); ecs_fini(world); }