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author | JAROWMR <jarorutjes07@gmail.com> | 2024-12-14 11:40:33 +0100 |
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committer | JAROWMR <jarorutjes07@gmail.com> | 2024-12-14 11:40:33 +0100 |
commit | 061b2b8ab9aba67c1467cdd163fb7a04de95f4f1 (patch) | |
tree | e1960a83461e0d83a7027a88404af1a7c70f6dcd /src/test/RenderSystemTest.cpp | |
parent | fd2ebb54d0c2b269c15fc84a4ac77993efc917d7 (diff) | |
parent | b9fc66f6922b1f40f2dbe14e8dfc4caa469654bc (diff) |
Merge branch 'master' of github.com:lonkaars/crepe into jaro/collision-system
Diffstat (limited to 'src/test/RenderSystemTest.cpp')
-rw-r--r-- | src/test/RenderSystemTest.cpp | 141 |
1 files changed, 80 insertions, 61 deletions
diff --git a/src/test/RenderSystemTest.cpp b/src/test/RenderSystemTest.cpp index c105dcb..b4519cb 100644 --- a/src/test/RenderSystemTest.cpp +++ b/src/test/RenderSystemTest.cpp @@ -1,3 +1,7 @@ +#include "api/Asset.h" +#include "facade/SDLContext.h" +#include "manager/ResourceManager.h" +#include "types.h" #include <functional> #include <gtest/gtest.h> #include <memory> @@ -10,7 +14,6 @@ #include <crepe/api/Color.h> #include <crepe/api/GameObject.h> #include <crepe/api/Sprite.h> -#include <crepe/api/Texture.h> #include <crepe/manager/ComponentManager.h> #include <crepe/system/RenderSystem.h> @@ -24,6 +27,8 @@ class RenderSystemTest : public Test { public: ComponentManager mgr{m}; + SDLContext ctx{m}; + ResourceManager resource_manager{m}; RenderSystem sys{m}; GameObject entity1 = this->mgr.new_object("name"); GameObject entity2 = this->mgr.new_object("name"); @@ -31,45 +36,54 @@ public: GameObject entity4 = this->mgr.new_object("name"); void SetUp() override { - auto s1 = Texture("asset/texture/img.png"); - 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 s1 = Asset("asset/texture/img.png"); + auto s2 = Asset("asset/texture/img.png"); + auto s3 = Asset("asset/texture/img.png"); + auto s4 = Asset("asset/texture/img.png"); + 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}, + }); + + 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, + }); + 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, + }); + 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, + }); + EXPECT_EQ(sprite4.data.sorting_in_layer, 1); + EXPECT_EQ(sprite4.data.order_in_layer, 1); } }; -TEST_F(RenderSystemTest, expected_throws) { - GameObject entity1 = this->mgr.new_object("NAME"); - - // 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); - }); - +TEST_F(RenderSystemTest, NoCamera) { // No camera EXPECT_ANY_THROW({ this->sys.update(); }); } @@ -89,32 +103,33 @@ 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 +157,9 @@ 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 +167,20 @@ 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); } |