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| author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-07 14:21:31 +0100 | 
|---|---|---|
| committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-07 14:21:31 +0100 | 
| commit | e7423549a26c0df6db930329e2c4067b1c6777b7 (patch) | |
| tree | 0de96a7b935fead6cc9b5d04d09d713047372b1f /src/test/RenderSystemTest.cpp | |
| parent | f3009ab8f0785a54d3fd83c0d758c8ebd901adda (diff) | |
| parent | fdb4c99e139a264d4e15e6913a3756fc6cccb2f2 (diff) | |
merge with master
Diffstat (limited to 'src/test/RenderSystemTest.cpp')
| -rw-r--r-- | src/test/RenderSystemTest.cpp | 129 | 
1 files changed, 81 insertions, 48 deletions
| diff --git a/src/test/RenderSystemTest.cpp b/src/test/RenderSystemTest.cpp index c105dcb..205f534 100644 --- a/src/test/RenderSystemTest.cpp +++ b/src/test/RenderSystemTest.cpp @@ -1,3 +1,4 @@ +#include "types.h"  #include <functional>  #include <gtest/gtest.h>  #include <memory> @@ -35,28 +36,50 @@ public:  		auto s2 = Texture("asset/texture/img.png");  		auto s3 = Texture("asset/texture/img.png");  		auto s4 = Texture("asset/texture/img.png"); -		auto & sprite1 = entity1.add_component<Sprite>( -			s1, Color(0, 0, 0, 0), Sprite::FlipSettings{false, false}, 5, 5, 100); -		ASSERT_NE(sprite1.sprite_image.texture.get(), nullptr); -		EXPECT_EQ(sprite1.order_in_layer, 5); -		EXPECT_EQ(sprite1.sorting_in_layer, 5); -		auto & sprite2 = entity2.add_component<Sprite>( -			s2, Color(0, 0, 0, 0), Sprite::FlipSettings{false, false}, 2, 1, 100); -		ASSERT_NE(sprite2.sprite_image.texture.get(), nullptr); -		EXPECT_EQ(sprite2.sorting_in_layer, 2); -		EXPECT_EQ(sprite2.order_in_layer, 1); - -		auto & sprite3 = entity3.add_component<Sprite>( -			s3, Color(0, 0, 0, 0), Sprite::FlipSettings{false, false}, 1, 2, 100); -		ASSERT_NE(sprite3.sprite_image.texture.get(), nullptr); -		EXPECT_EQ(sprite3.sorting_in_layer, 1); -		EXPECT_EQ(sprite3.order_in_layer, 2); - -		auto & sprite4 = entity4.add_component<Sprite>( -			s4, Color(0, 0, 0, 0), Sprite::FlipSettings{false, false}, 1, 1, 100); -		ASSERT_NE(sprite4.sprite_image.texture.get(), nullptr); -		EXPECT_EQ(sprite4.sorting_in_layer, 1); -		EXPECT_EQ(sprite4.order_in_layer, 1); +		auto & sprite1 +			= entity1.add_component<Sprite>(s1, Sprite::Data{ +													.color = Color(0, 0, 0, 0), +													.flip = Sprite::FlipSettings{false, false}, +													.sorting_in_layer = 5, +													.order_in_layer = 5, +													.size = {10, 10}, +												}); + +		ASSERT_NE(sprite1.texture.texture.get(), nullptr); +		EXPECT_EQ(sprite1.data.order_in_layer, 5); +		EXPECT_EQ(sprite1.data.sorting_in_layer, 5); +		auto & sprite2 +			= entity2.add_component<Sprite>(s2, Sprite::Data{ +													.color = Color(0, 0, 0, 0), +													.flip = Sprite::FlipSettings{false, false}, +													.sorting_in_layer = 2, +													.order_in_layer = 1, +												}); +		ASSERT_NE(sprite2.texture.texture.get(), nullptr); +		EXPECT_EQ(sprite2.data.sorting_in_layer, 2); +		EXPECT_EQ(sprite2.data.order_in_layer, 1); + +		auto & sprite3 +			= entity3.add_component<Sprite>(s3, Sprite::Data{ +													.color = Color(0, 0, 0, 0), +													.flip = Sprite::FlipSettings{false, false}, +													.sorting_in_layer = 1, +													.order_in_layer = 2, +												}); +		ASSERT_NE(sprite3.texture.texture.get(), nullptr); +		EXPECT_EQ(sprite3.data.sorting_in_layer, 1); +		EXPECT_EQ(sprite3.data.order_in_layer, 2); + +		auto & sprite4 +			= entity4.add_component<Sprite>(s4, Sprite::Data{ +													.color = Color(0, 0, 0, 0), +													.flip = Sprite::FlipSettings{false, false}, +													.sorting_in_layer = 1, +													.order_in_layer = 1, +												}); +		ASSERT_NE(sprite4.texture.texture.get(), nullptr); +		EXPECT_EQ(sprite4.data.sorting_in_layer, 1); +		EXPECT_EQ(sprite4.data.order_in_layer, 1);  	}  }; @@ -66,8 +89,13 @@ TEST_F(RenderSystemTest, expected_throws) {  	// no texture img  	EXPECT_ANY_THROW({  		auto test = Texture(""); -		entity1.add_component<Sprite>(test, Color(0, 0, 0, 0), -									  Sprite::FlipSettings{false, false}, 1, 1, 100); +		auto & sprite1 = entity1.add_component<Sprite>( +			test, Sprite::Data{ +					  .color = Color(0, 0, 0, 0), +					  .flip = Sprite::FlipSettings{false, false}, +					  .sorting_in_layer = 1, +					  .order_in_layer = 1, +				  });  	});  	// No camera @@ -89,32 +117,33 @@ TEST_F(RenderSystemTest, sorting_sprites) {  	// 3. sorting_in_layer: 2, order_in_layer: 1 (entity2)  	// 4. sorting_in_layer: 5, order_in_layer: 5 (entity1) -	EXPECT_EQ(sorted_sprites[0].get().sorting_in_layer, 1); -	EXPECT_EQ(sorted_sprites[0].get().order_in_layer, 1); +	EXPECT_EQ(sorted_sprites[0].get().data.sorting_in_layer, 1); +	EXPECT_EQ(sorted_sprites[0].get().data.order_in_layer, 1); -	EXPECT_EQ(sorted_sprites[1].get().sorting_in_layer, 1); -	EXPECT_EQ(sorted_sprites[1].get().order_in_layer, 2); +	EXPECT_EQ(sorted_sprites[1].get().data.sorting_in_layer, 1); +	EXPECT_EQ(sorted_sprites[1].get().data.order_in_layer, 2); -	EXPECT_EQ(sorted_sprites[2].get().sorting_in_layer, 2); -	EXPECT_EQ(sorted_sprites[2].get().order_in_layer, 1); +	EXPECT_EQ(sorted_sprites[2].get().data.sorting_in_layer, 2); +	EXPECT_EQ(sorted_sprites[2].get().data.order_in_layer, 1); -	EXPECT_EQ(sorted_sprites[3].get().sorting_in_layer, 5); -	EXPECT_EQ(sorted_sprites[3].get().order_in_layer, 5); +	EXPECT_EQ(sorted_sprites[3].get().data.sorting_in_layer, 5); +	EXPECT_EQ(sorted_sprites[3].get().data.order_in_layer, 5);  	for (size_t i = 1; i < sorted_sprites.size(); ++i) {  		const Sprite & prev = sorted_sprites[i - 1].get();  		const Sprite & curr = sorted_sprites[i].get(); -		if (prev.sorting_in_layer == curr.sorting_in_layer) { -			EXPECT_LE(prev.order_in_layer, curr.order_in_layer); +		if (prev.data.sorting_in_layer == curr.data.sorting_in_layer) { +			EXPECT_LE(prev.data.order_in_layer, curr.data.order_in_layer);  		} else { -			EXPECT_LE(prev.sorting_in_layer, curr.sorting_in_layer); +			EXPECT_LE(prev.data.sorting_in_layer, curr.data.sorting_in_layer);  		}  	}  }  TEST_F(RenderSystemTest, Update) { -	entity1.add_component<Camera>(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000}, 1.0f); +	entity1.add_component<Camera>(ivec2{100, 100}, vec2{100, 100}, +								  Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});  	{  		vector<reference_wrapper<Sprite>> sprites = this->mgr.get_components_by_type<Sprite>();  		ASSERT_EQ(sprites.size(), 4); @@ -142,7 +171,9 @@ TEST_F(RenderSystemTest, Camera) {  		EXPECT_NE(cameras.size(), 1);  	}  	{ -		entity1.add_component<Camera>(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000}, 1.0f); +		entity1.add_component<Camera>(ivec2{100, 100}, vec2{100, 100}, +									  Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); +  		auto cameras = this->mgr.get_components_by_type<Camera>();  		EXPECT_EQ(cameras.size(), 1);  	} @@ -150,18 +181,20 @@ TEST_F(RenderSystemTest, Camera) {  	//TODO improve with newer version  }  TEST_F(RenderSystemTest, Color) { -	entity1.add_component<Camera>(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000}, 1.0f); +	entity1.add_component<Camera>(ivec2{100, 100}, vec2{100, 100}, +								  Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); +  	auto & sprite = this->mgr.get_components_by_id<Sprite>(entity1.id).front().get(); -	ASSERT_NE(sprite.sprite_image.texture.get(), nullptr); +	ASSERT_NE(sprite.texture.texture.get(), nullptr); -	sprite.color = Color::GREEN; -	EXPECT_EQ(sprite.color.r, Color::GREEN.r); -	EXPECT_EQ(sprite.color.g, Color::GREEN.g); -	EXPECT_EQ(sprite.color.b, Color::GREEN.b); -	EXPECT_EQ(sprite.color.a, Color::GREEN.a); +	sprite.data.color = Color::GREEN; +	EXPECT_EQ(sprite.data.color.r, Color::GREEN.r); +	EXPECT_EQ(sprite.data.color.g, Color::GREEN.g); +	EXPECT_EQ(sprite.data.color.b, Color::GREEN.b); +	EXPECT_EQ(sprite.data.color.a, Color::GREEN.a);  	this->sys.update(); -	EXPECT_EQ(sprite.color.r, Color::GREEN.r); -	EXPECT_EQ(sprite.color.g, Color::GREEN.g); -	EXPECT_EQ(sprite.color.b, Color::GREEN.b); -	EXPECT_EQ(sprite.color.a, Color::GREEN.a); +	EXPECT_EQ(sprite.data.color.r, Color::GREEN.r); +	EXPECT_EQ(sprite.data.color.g, Color::GREEN.g); +	EXPECT_EQ(sprite.data.color.b, Color::GREEN.b); +	EXPECT_EQ(sprite.data.color.a, Color::GREEN.a);  } |