diff options
Diffstat (limited to 'src/test/RenderSystemTest.cpp')
-rw-r--r-- | src/test/RenderSystemTest.cpp | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/src/test/RenderSystemTest.cpp b/src/test/RenderSystemTest.cpp index 138aa36..e0bd953 100644 --- a/src/test/RenderSystemTest.cpp +++ b/src/test/RenderSystemTest.cpp @@ -7,12 +7,12 @@ #define private public #define protected public +#include "crepe/api/Camera.h" #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/api/Camera.h" #include <crepe/system/RenderSystem.h> @@ -34,25 +34,25 @@ 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); + 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); + 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); + 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); + 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); @@ -66,7 +66,7 @@ TEST_F(RenderSystemTest, expected_throws) { EXPECT_ANY_THROW({ auto test = Texture(""); entity1.add_component<Sprite>(test, Color(0, 0, 0, 0), - Sprite::FlipSettings{false, false},1,1,100); + Sprite::FlipSettings{false, false}, 1, 1, 100); }); // No camera |