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authorheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-19 11:48:07 +0100
committerheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-19 11:48:07 +0100
commit9fb2e3a1d697f4961379980651e5434395e372bd (patch)
treeb7c18b40cec50a01288e45a0f38a7264810ee5ff /src
parent66bbea079bf1ae84c355349d337db468c18eac32 (diff)
unit tests
Diffstat (limited to 'src')
-rw-r--r--src/crepe/api/Color.h4
-rw-r--r--src/crepe/system/RenderSystem.cpp7
-rw-r--r--src/test/CMakeLists.txt1
-rw-r--r--src/test/rendering.cpp174
4 files changed, 182 insertions, 4 deletions
diff --git a/src/crepe/api/Color.h b/src/crepe/api/Color.h
index aa47bf4..c207ba7 100644
--- a/src/crepe/api/Color.h
+++ b/src/crepe/api/Color.h
@@ -21,13 +21,13 @@ public:
static const Color & get_yellow();
static const Color & get_black();
-private:
- // TODO: why are these private!?
+public:
uint8_t r;
uint8_t g;
uint8_t b;
uint8_t a;
+private:
static Color white;
static Color red;
static Color green;
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index 11c20f5..82257c4 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -1,6 +1,7 @@
#include <algorithm>
#include <cassert>
#include <functional>
+#include <stdexcept>
#include <vector>
#include "../ComponentManager.h"
@@ -20,6 +21,8 @@ void RenderSystem::update_camera() {
std::vector<std::reference_wrapper<Camera>> cameras = mgr.get_components_by_type<Camera>();
+ if (cameras.size() == 0) throw std::runtime_error("No cameras in current scene");
+
for (Camera & cam : cameras) {
SDLContext::get_instance().camera(cam);
this->curr_cam_ref = &cam;
@@ -27,8 +30,8 @@ void RenderSystem::update_camera() {
}
bool sorting_comparison(const Sprite & a, const Sprite & b) {
- if (a.sorting_in_layer > b.sorting_in_layer) return true;
- if (a.sorting_in_layer == b.sorting_in_layer) return a.order_in_layer > b.order_in_layer;
+ if (a.sorting_in_layer < b.sorting_in_layer) return true;
+ if (a.sorting_in_layer == b.sorting_in_layer) return a.order_in_layer < b.order_in_layer;
return false;
}
diff --git a/src/test/CMakeLists.txt b/src/test/CMakeLists.txt
index 49c8151..0969a52 100644
--- a/src/test/CMakeLists.txt
+++ b/src/test/CMakeLists.txt
@@ -3,5 +3,6 @@ target_sources(test_main PUBLIC
PhysicsTest.cpp
ScriptTest.cpp
ParticleTest.cpp
+ rendering.cpp
)
diff --git a/src/test/rendering.cpp b/src/test/rendering.cpp
new file mode 100644
index 0000000..4c5fb1d
--- /dev/null
+++ b/src/test/rendering.cpp
@@ -0,0 +1,174 @@
+#include "api/Camera.h"
+#include <functional>
+#include <gtest/gtest.h>
+#include <memory>
+#include <vector>
+
+#define private public
+#define protected public
+
+#include <crepe/ComponentManager.h>
+#include <crepe/api/Color.h>
+#include <crepe/api/GameObject.h>
+#include <crepe/api/Sprite.h>
+#include <crepe/api/Texture.h>
+
+#include <crepe/system/RenderSystem.h>
+
+using namespace std;
+using namespace crepe;
+using namespace testing;
+
+class RenderSystemTest : public Test {
+public:
+ ComponentManager mgr{};
+ RenderSystem sys{mgr};
+ GameObject entity1 = this->mgr.new_object("name");
+ GameObject entity2 = this->mgr.new_object("name");
+ GameObject entity3 = this->mgr.new_object("name");
+ GameObject entity4 = this->mgr.new_object("name");
+
+ void SetUp() override {
+ auto & sprite1
+ = entity1.add_component<Sprite>(make_shared<Texture>("../asset/texture/img.png"),
+ Color(0, 0, 0, 0), FlipSettings{false, false});
+ ASSERT_NE(sprite1.sprite_image.get(), nullptr);
+ sprite1.order_in_layer = 5;
+ sprite1.sorting_in_layer = 5;
+ EXPECT_EQ(sprite1.order_in_layer, 5);
+ EXPECT_EQ(sprite1.sorting_in_layer, 5);
+ auto & sprite2
+ = entity2.add_component<Sprite>(make_shared<Texture>("../asset/texture/img.png"),
+ Color(0, 0, 0, 0), FlipSettings{false, false});
+ ASSERT_NE(sprite2.sprite_image.get(), nullptr);
+ sprite2.sorting_in_layer = 2;
+ sprite2.order_in_layer = 1;
+
+ EXPECT_EQ(sprite2.sorting_in_layer, 2);
+ EXPECT_EQ(sprite2.order_in_layer, 1);
+
+ auto & sprite3
+ = entity3.add_component<Sprite>(make_shared<Texture>("../asset/texture/img.png"),
+ Color(0, 0, 0, 0), FlipSettings{false, false});
+ ASSERT_NE(sprite3.sprite_image.get(), nullptr);
+ sprite3.sorting_in_layer = 1;
+ sprite3.order_in_layer = 2;
+
+ EXPECT_EQ(sprite3.sorting_in_layer, 1);
+ EXPECT_EQ(sprite3.order_in_layer, 2);
+
+ auto & sprite4
+ = entity4.add_component<Sprite>(make_shared<Texture>("../asset/texture/img.png"),
+ Color(0, 0, 0, 0), FlipSettings{false, false});
+ ASSERT_NE(sprite4.sprite_image.get(), nullptr);
+ sprite4.sorting_in_layer = 1;
+ sprite4.order_in_layer = 1;
+ EXPECT_EQ(sprite4.sorting_in_layer, 1);
+ EXPECT_EQ(sprite4.order_in_layer, 1);
+ }
+};
+
+TEST_F(RenderSystemTest, expected_throws) {
+ GameObject entity1 = this->mgr.new_object("NAME");
+
+ // no texture img
+ EXPECT_ANY_THROW({
+ entity1.add_component<Sprite>(make_shared<Texture>("NO_IMAGE"), Color(0, 0, 0, 0),
+ FlipSettings{false, false});
+ });
+
+ // No camera
+ EXPECT_ANY_THROW({ this->sys.update(); });
+}
+
+TEST_F(RenderSystemTest, make_sprites) {}
+
+TEST_F(RenderSystemTest, sorting_sprites) {
+ vector<reference_wrapper<Sprite>> sprites = this->mgr.get_components_by_type<Sprite>();
+ ASSERT_EQ(sprites.size(), 4);
+
+ vector<reference_wrapper<Sprite>> sorted_sprites = this->sys.sort(sprites);
+ ASSERT_EQ(sorted_sprites.size(), 4);
+
+ // Expected order after sorting:
+ // 1. sorting_in_layer: 1, order_in_layer: 1 (entity4)
+ // 2. sorting_in_layer: 1, order_in_layer: 2 (entity3)
+ // 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[1].get().sorting_in_layer, 1);
+ EXPECT_EQ(sorted_sprites[1].get().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[3].get().sorting_in_layer, 5);
+ EXPECT_EQ(sorted_sprites[3].get().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);
+ } else {
+ EXPECT_LE(prev.sorting_in_layer, curr.sorting_in_layer);
+ }
+ }
+}
+
+TEST_F(RenderSystemTest, Update) {
+ entity1.add_component<Camera>(Color::get_white());
+ {
+ vector<reference_wrapper<Sprite>> sprites = this->mgr.get_components_by_type<Sprite>();
+ ASSERT_EQ(sprites.size(), 4);
+
+ EXPECT_EQ(sprites[0].get().game_object_id, 0);
+ EXPECT_EQ(sprites[1].get().game_object_id, 1);
+ EXPECT_EQ(sprites[2].get().game_object_id, 2);
+ EXPECT_EQ(sprites[3].get().game_object_id, 3);
+ }
+ this->sys.update();
+ {
+ vector<reference_wrapper<Sprite>> sprites = this->mgr.get_components_by_type<Sprite>();
+ ASSERT_EQ(sprites.size(), 4);
+
+ EXPECT_EQ(sprites[0].get().game_object_id, 0);
+ EXPECT_EQ(sprites[1].get().game_object_id, 1);
+ EXPECT_EQ(sprites[2].get().game_object_id, 2);
+ EXPECT_EQ(sprites[3].get().game_object_id, 3);
+ }
+}
+
+TEST_F(RenderSystemTest, Camera) {
+ {
+ auto cameras = this->mgr.get_components_by_type<Camera>();
+ EXPECT_NE(cameras.size(), 1);
+ }
+ {
+ entity1.add_component<Camera>(Color::get_white());
+ auto cameras = this->mgr.get_components_by_type<Camera>();
+ EXPECT_EQ(cameras.size(), 1);
+ }
+
+ //TODO improve with newer version
+}
+TEST_F(RenderSystemTest, Color) {
+ entity1.add_component<Camera>(Color::get_white());
+ auto & sprite = this->mgr.get_components_by_id<Sprite>(entity1.id).front().get();
+ ASSERT_NE(sprite.sprite_image.get(), nullptr);
+
+ sprite.color = Color::get_green();
+ EXPECT_EQ(sprite.color.r, Color::get_green().r);
+ EXPECT_EQ(sprite.color.g, Color::get_green().g);
+ EXPECT_EQ(sprite.color.b, Color::get_green().b);
+ EXPECT_EQ(sprite.color.a, Color::get_green().a);
+ this->sys.update();
+ EXPECT_EQ(sprite.color.r, Color::get_green().r);
+ EXPECT_EQ(sprite.color.g, Color::get_green().g);
+ EXPECT_EQ(sprite.color.b, Color::get_green().b);
+ EXPECT_EQ(sprite.color.a, Color::get_green().a);
+}