@@ -87,15 +87,29 @@ TEST(RadientSceneStateTest, GetEntityFlags)
8787{
8888 RadientSceneState State;
8989
90+ const RADIENT_ENTITY_FLAGS InvalidEntityFlags =
91+ static_cast <RADIENT_ENTITY_FLAGS>(static_cast <Uint32>(RADIENT_ENTITY_FLAGS_ALL) << 1u );
92+
9093 RADIENT_ENTITY_FLAGS Flags = RADIENT_ENTITY_FLAG_VISIBLE;
9194 EXPECT_EQ (State.GetEntityFlags (1 , Flags), RADIENT_STATUS_NOT_FOUND);
9295 EXPECT_EQ (Flags, RADIENT_ENTITY_FLAG_NONE);
9396
97+ RadientEntityDesc InvalidEntityDesc;
98+ InvalidEntityDesc.Flags = InvalidEntityFlags;
99+
100+ RadientEntityID InvalidEntity = 123 ;
101+ EXPECT_EQ (State.CreateEntity (InvalidEntityDesc, InvalidEntity), RADIENT_STATUS_INVALID_ARGUMENT);
102+ EXPECT_EQ (InvalidEntity, InvalidRadientEntityID);
103+
94104 RadientEntityID DefaultEntity = InvalidRadientEntityID;
95105 EXPECT_EQ (State.CreateEntity ({}, DefaultEntity), RADIENT_STATUS_OK);
96106 EXPECT_EQ (State.GetEntityFlags (DefaultEntity, Flags), RADIENT_STATUS_OK);
97107 EXPECT_EQ (Flags, RADIENT_ENTITY_FLAG_VISIBLE);
98108
109+ EXPECT_EQ (State.SetEntityFlags (DefaultEntity, InvalidEntityFlags), RADIENT_STATUS_INVALID_ARGUMENT);
110+ EXPECT_EQ (State.GetEntityFlags (DefaultEntity, Flags), RADIENT_STATUS_OK);
111+ EXPECT_EQ (Flags, RADIENT_ENTITY_FLAG_VISIBLE);
112+
99113 RadientEntityDesc HiddenEntityDesc;
100114 HiddenEntityDesc.Flags = RADIENT_ENTITY_FLAG_NONE;
101115
@@ -342,7 +356,10 @@ TEST(RadientSceneStateTest, GetChildCountAndChildren)
342356 EXPECT_EQ (Children[0 ], Child1);
343357 EXPECT_EQ (Children[1 ], Child2);
344358
345- EXPECT_EQ (State.GetChildren (Root, 3 , 1 , Children, NumChildrenWritten), RADIENT_STATUS_INVALID_ARGUMENT);
359+ EXPECT_EQ (State.GetChildren (Root, 3 , 1 , Children, NumChildrenWritten), RADIENT_STATUS_OK);
360+ EXPECT_EQ (NumChildrenWritten, 0u );
361+
362+ EXPECT_EQ (State.GetChildren (Root, 4 , 1 , Children, NumChildrenWritten), RADIENT_STATUS_OK);
346363 EXPECT_EQ (NumChildrenWritten, 0u );
347364
348365 EXPECT_EQ (State.SetParent (Child1, InvalidRadientEntityID, True), RADIENT_STATUS_OK);
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