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authorheavydemon21 <nielsstunnebrink1@gmail.com>2024-12-02 21:17:12 +0100
committerheavydemon21 <nielsstunnebrink1@gmail.com>2024-12-02 21:17:12 +0100
commit9f243b9a7a19cc626e787cd71c83e3c3225018b9 (patch)
tree3ab8ff5316147c1e59601d2fd754f34390ae9515 /src/test
parent900cfa9f31de40308b9ea3d0c73372d44f11094c (diff)
made the test work with the adjustments
Diffstat (limited to 'src/test')
-rw-r--r--src/test/ParticleTest.cpp6
-rw-r--r--src/test/RenderSystemTest.cpp132
2 files changed, 89 insertions, 49 deletions
diff --git a/src/test/ParticleTest.cpp b/src/test/ParticleTest.cpp
index 976f9a1..3cfc466 100644
--- a/src/test/ParticleTest.cpp
+++ b/src/test/ParticleTest.cpp
@@ -30,7 +30,11 @@ public:
Color color(0, 0, 0, 0);
auto s1 = Texture("asset/texture/img.png");
Sprite & test_sprite = game_object.add_component<Sprite>(
- s1, color, Sprite::FlipSettings{true, true}, 1, 1, 100);
+ s1, Sprite::Data{
+ .color = color,
+ .flip = Sprite::FlipSettings{true, true},
+ .size = {10, 10},
+ });
game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{
.position = {0, 0},
diff --git a/src/test/RenderSystemTest.cpp b/src/test/RenderSystemTest.cpp
index bb5b81a..bfb761d 100644
--- a/src/test/RenderSystemTest.cpp
+++ b/src/test/RenderSystemTest.cpp
@@ -34,28 +34,50 @@ 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);
}
};
@@ -65,8 +87,13 @@ 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
@@ -88,32 +115,35 @@ 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>(Camera::Data{.bg_color = Color::WHITE,
+ .screen = ivec2{1080, 720},
+ .viewport_size = vec2{2000, 2000},
+ .zoom = 1.0f});
{
vector<reference_wrapper<Sprite>> sprites = this->mgr.get_components_by_type<Sprite>();
ASSERT_EQ(sprites.size(), 4);
@@ -141,7 +171,10 @@ 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>(Camera::Data{.bg_color = Color::WHITE,
+ .screen = ivec2{1080, 720},
+ .viewport_size = vec2{2000, 2000},
+ .zoom = 1.0f});
auto cameras = this->mgr.get_components_by_type<Camera>();
EXPECT_EQ(cameras.size(), 1);
}
@@ -149,18 +182,21 @@ 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>(Camera::Data{.bg_color = Color::WHITE,
+ .screen = ivec2{1080, 720},
+ .viewport_size = vec2{2000, 2000},
+ .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);
}