diff options
Diffstat (limited to 'src/test/RenderSystemTest.cpp')
-rw-r--r-- | src/test/RenderSystemTest.cpp | 182 |
1 files changed, 104 insertions, 78 deletions
diff --git a/src/test/RenderSystemTest.cpp b/src/test/RenderSystemTest.cpp index ac479d3..bdd87ee 100644 --- a/src/test/RenderSystemTest.cpp +++ b/src/test/RenderSystemTest.cpp @@ -1,4 +1,7 @@ -#include "api/Camera.h" +#include "api/Asset.h" +#include "facade/SDLContext.h" +#include "manager/ResourceManager.h" +#include "types.h" #include <functional> #include <gtest/gtest.h> #include <memory> @@ -7,11 +10,11 @@ #define private public #define protected public -#include <crepe/ComponentManager.h> +#include <crepe/api/Camera.h> #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> @@ -20,65 +23,77 @@ using namespace crepe; using namespace testing; class RenderSystemTest : public Test { + Mediator m; + public: - ComponentManager mgr{}; - RenderSystem sys{mgr}; + 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 & 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); + 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({ - entity1.add_component<Sprite>(make_shared<Texture>("NO_IMAGE"), Color(0, 0, 0, 0), - FlipSettings{false, false}); - }); - +TEST_F(RenderSystemTest, NoCamera) { // No camera - EXPECT_ANY_THROW({ this->sys.update(); }); + EXPECT_ANY_THROW({ this->sys.frame_update(); }); } TEST_F(RenderSystemTest, make_sprites) {} @@ -96,32 +111,35 @@ 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); + 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); @@ -131,7 +149,7 @@ TEST_F(RenderSystemTest, Update) { EXPECT_EQ(sprites[2].get().game_object_id, 2); EXPECT_EQ(sprites[3].get().game_object_id, 3); } - this->sys.update(); + this->sys.frame_update(); { vector<reference_wrapper<Sprite>> sprites = this->mgr.get_components_by_type<Sprite>(); ASSERT_EQ(sprites.size(), 4); @@ -149,7 +167,11 @@ TEST_F(RenderSystemTest, Camera) { EXPECT_NE(cameras.size(), 1); } { - entity1.add_component<Camera>(Color::WHITE); + 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); } @@ -157,18 +179,22 @@ TEST_F(RenderSystemTest, Camera) { //TODO improve with newer version } TEST_F(RenderSystemTest, Color) { - entity1.add_component<Camera>(Color::WHITE); + 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.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); - 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); + //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); } |