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-rw-r--r--src/test/RenderSystemTest.cpp186
1 files changed, 186 insertions, 0 deletions
diff --git a/src/test/RenderSystemTest.cpp b/src/test/RenderSystemTest.cpp
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--- /dev/null
+++ b/src/test/RenderSystemTest.cpp
@@ -0,0 +1,186 @@
+#include "api/Asset.h"
+#include "facade/SDLContext.h"
+#include "manager/ResourceManager.h"
+#include "types.h"
+#include <functional>
+#include <gtest/gtest.h>
+#include <memory>
+#include <vector>
+
+#define private public
+#define protected public
+
+#include <crepe/api/Camera.h>
+#include <crepe/api/Color.h>
+#include <crepe/api/GameObject.h>
+#include <crepe/api/Sprite.h>
+#include <crepe/manager/ComponentManager.h>
+
+#include <crepe/system/RenderSystem.h>
+
+using namespace std;
+using namespace crepe;
+using namespace testing;
+
+class RenderSystemTest : public Test {
+ Mediator m;
+
+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");
+ GameObject entity3 = this->mgr.new_object("name");
+ GameObject entity4 = this->mgr.new_object("name");
+
+ void SetUp() override {
+ 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, NoCamera) {
+ // No camera
+ EXPECT_ANY_THROW({ this->sys.frame_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().data.sorting_in_layer, 1);
+ EXPECT_EQ(sorted_sprites[0].get().data.order_in_layer, 1);
+
+ 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().data.sorting_in_layer, 2);
+ EXPECT_EQ(sorted_sprites[2].get().data.order_in_layer, 1);
+
+ 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.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.data.sorting_in_layer, curr.data.sorting_in_layer);
+ }
+ }
+}
+
+TEST_F(RenderSystemTest, Update) {
+ 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);
+
+ 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.frame_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>(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);
+ }
+
+ //TODO improve with newer version
+}
+TEST_F(RenderSystemTest, Color) {
+ 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.texture.texture.get(), nullptr);
+
+ 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.frame_update();
+ 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);
+}