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-rw-r--r--src/test/CMakeLists.txt32
-rw-r--r--src/test/InputTest.cpp32
-rw-r--r--src/test/ParticleTest.cpp6
-rw-r--r--src/test/Profiling.cpp37
-rw-r--r--src/test/RenderSystemTest.cpp129
5 files changed, 143 insertions, 93 deletions
diff --git a/src/test/CMakeLists.txt b/src/test/CMakeLists.txt
index a863598..c9cbac5 100644
--- a/src/test/CMakeLists.txt
+++ b/src/test/CMakeLists.txt
@@ -1,20 +1,20 @@
target_sources(test_main PUBLIC
main.cpp
CollisionTest.cpp
- # PhysicsTest.cpp
- # ScriptTest.cpp
- # ParticleTest.cpp
- # AssetTest.cpp
- # OptionalRefTest.cpp
- # RenderSystemTest.cpp
- # EventTest.cpp
- # ECSTest.cpp
- # SceneManagerTest.cpp
- # ValueBrokerTest.cpp
- # DBTest.cpp
- # Vector2Test.cpp
- # InputTest.cpp
- # ScriptEventTest.cpp
- # ScriptSceneTest.cpp
- # Profiling.cpp
+ PhysicsTest.cpp
+ ScriptTest.cpp
+ ParticleTest.cpp
+ AssetTest.cpp
+ OptionalRefTest.cpp
+ RenderSystemTest.cpp
+ EventTest.cpp
+ ECSTest.cpp
+ SceneManagerTest.cpp
+ ValueBrokerTest.cpp
+ DBTest.cpp
+ Vector2Test.cpp
+ InputTest.cpp
+ ScriptEventTest.cpp
+ ScriptSceneTest.cpp
+ Profiling.cpp
)
diff --git a/src/test/InputTest.cpp b/src/test/InputTest.cpp
index cb9833f..73eaab3 100644
--- a/src/test/InputTest.cpp
+++ b/src/test/InputTest.cpp
@@ -60,8 +60,8 @@ protected:
TEST_F(InputTest, MouseDown) {
GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
- auto & camera = obj.add_component<Camera>(Color::BLACK, ivec2{0, 0}, vec2{500, 500}, 0.0,
- vec2{0, 0});
+ auto & camera = obj.add_component<Camera>(
+ ivec2{0, 0}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
camera.active = true;
bool mouse_triggered = false;
EventHandler<MousePressEvent> on_mouse_down = [&](const MousePressEvent & event) {
@@ -90,8 +90,8 @@ TEST_F(InputTest, MouseDown) {
TEST_F(InputTest, MouseUp) {
GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
- auto & camera = obj.add_component<Camera>(Color::BLACK, ivec2{0, 0}, vec2{500, 500}, 0.0,
- vec2{0, 0});
+ auto & camera = obj.add_component<Camera>(
+ ivec2{0, 0}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
camera.active = true;
bool function_triggered = false;
EventHandler<MouseReleaseEvent> on_mouse_release = [&](const MouseReleaseEvent & e) {
@@ -118,8 +118,8 @@ TEST_F(InputTest, MouseUp) {
TEST_F(InputTest, MouseMove) {
GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
- auto & camera = obj.add_component<Camera>(Color::BLACK, ivec2{0, 0}, vec2{500, 500}, 0.0,
- vec2{0, 0});
+ auto & camera = obj.add_component<Camera>(
+ ivec2{0, 0}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
camera.active = true;
bool function_triggered = false;
EventHandler<MouseMoveEvent> on_mouse_move = [&](const MouseMoveEvent & e) {
@@ -148,8 +148,8 @@ TEST_F(InputTest, MouseMove) {
TEST_F(InputTest, KeyDown) {
GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
- auto & camera = obj.add_component<Camera>(Color::BLACK, ivec2{0, 0}, vec2{500, 500}, 0.0,
- vec2{0, 0});
+ auto & camera = obj.add_component<Camera>(
+ ivec2{0, 0}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
camera.active = true;
bool function_triggered = false;
@@ -179,8 +179,8 @@ TEST_F(InputTest, KeyDown) {
TEST_F(InputTest, KeyUp) {
GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
- auto & camera = obj.add_component<Camera>(Color::BLACK, ivec2{0, 0}, vec2{500, 500}, 0.0,
- vec2{0, 0});
+ auto & camera = obj.add_component<Camera>(
+ ivec2{0, 0}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
camera.active = true;
bool function_triggered = false;
EventHandler<KeyReleaseEvent> on_key_release = [&](const KeyReleaseEvent & event) {
@@ -203,8 +203,8 @@ TEST_F(InputTest, KeyUp) {
TEST_F(InputTest, MouseClick) {
GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
- auto & camera = obj.add_component<Camera>(Color::BLACK, ivec2{0, 0}, vec2{500, 500}, 0.0,
- vec2{0, 0});
+ auto & camera = obj.add_component<Camera>(
+ ivec2{0, 0}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
camera.active = true;
bool on_click_triggered = false;
EventHandler<MouseClickEvent> on_mouse_click = [&](const MouseClickEvent & event) {
@@ -224,8 +224,8 @@ TEST_F(InputTest, MouseClick) {
TEST_F(InputTest, testButtonClick) {
GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
- auto & camera = obj.add_component<Camera>(Color::BLACK, ivec2{0, 0}, vec2{500, 500}, 0.0,
- vec2{0, 0});
+ auto & camera = obj.add_component<Camera>(
+ ivec2{0, 0}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
camera.active = true;
GameObject button_obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1);
bool button_clicked = false;
@@ -251,8 +251,8 @@ TEST_F(InputTest, testButtonClick) {
TEST_F(InputTest, testButtonHover) {
GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
- auto & camera = obj.add_component<Camera>(Color::BLACK, ivec2{0, 0}, vec2{500, 500}, 0.0,
- vec2{0, 0});
+ auto & camera = obj.add_component<Camera>(
+ ivec2{0, 0}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
camera.active = true;
GameObject button_obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1);
bool button_clicked = false;
diff --git a/src/test/ParticleTest.cpp b/src/test/ParticleTest.cpp
index a659fe5..1409c4f 100644
--- a/src/test/ParticleTest.cpp
+++ b/src/test/ParticleTest.cpp
@@ -32,7 +32,11 @@ 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/Profiling.cpp b/src/test/Profiling.cpp
index f091d9d..c753bca 100644
--- a/src/test/Profiling.cpp
+++ b/src/test/Profiling.cpp
@@ -41,7 +41,7 @@ class TestScript : public Script {
}
};
-class Profiling : public Test {
+class DISABLED_ProfilingTest : public Test {
public:
// Config for test
// Minimum amount to let test pass
@@ -70,8 +70,11 @@ public:
void SetUp() override {
GameObject do_not_use = mgr.new_object("DO_NOT_USE", "", {0, 0});
- do_not_use.add_component<Camera>(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000},
- 1.0f);
+ do_not_use.add_component<Camera>(ivec2{1080, 720}, vec2{2000, 2000},
+ Camera::Data{
+ .bg_color = Color::WHITE,
+ .zoom = 1.0f,
+ });
// initialize systems here:
//calls init
script_sys.update();
@@ -127,7 +130,7 @@ public:
}
};
-TEST_F(Profiling, Profiling_1) {
+TEST_F(DISABLED_ProfilingTest, Profiling_1) {
while (this->total_time / this->average < this->duration) {
{
@@ -150,7 +153,7 @@ TEST_F(Profiling, Profiling_1) {
EXPECT_GE(this->game_object_count, this->min_gameobject_count);
}
-TEST_F(Profiling, Profiling_2) {
+TEST_F(DISABLED_ProfilingTest, Profiling_2) {
while (this->total_time / this->average < this->duration) {
{
@@ -164,10 +167,15 @@ TEST_F(Profiling, Profiling_2) {
gameobject.add_component<BoxCollider>(vec2{0, 0}, vec2{1, 1});
gameobject.add_component<BehaviorScript>().set_script<TestScript>();
- Color color(0, 0, 0, 0);
- auto img = Texture("asset/texture/green_square.png");
+ auto img = Texture("asset/texture/square.png");
Sprite & test_sprite = gameobject.add_component<Sprite>(
- img, color, Sprite::FlipSettings{false, false}, 1, 1, 500);
+ img, Sprite::Data{
+ .color = {0, 0, 0, 0},
+ .flip = {.flip_x = false, .flip_y = false},
+ .sorting_in_layer = 1,
+ .order_in_layer = 1,
+ .size = {.y = 500},
+ });
}
this->game_object_count++;
@@ -184,7 +192,7 @@ TEST_F(Profiling, Profiling_2) {
EXPECT_GE(this->game_object_count, this->min_gameobject_count);
}
-TEST_F(Profiling, Profiling_3) {
+TEST_F(DISABLED_ProfilingTest, Profiling_3) {
while (this->total_time / this->average < this->duration) {
{
@@ -197,10 +205,15 @@ TEST_F(Profiling, Profiling_3) {
});
gameobject.add_component<BoxCollider>(vec2{0, 0}, vec2{1, 1});
gameobject.add_component<BehaviorScript>().set_script<TestScript>();
- Color color(0, 0, 0, 0);
- auto img = Texture("asset/texture/green_square.png");
+ auto img = Texture("asset/texture/square.png");
Sprite & test_sprite = gameobject.add_component<Sprite>(
- img, color, Sprite::FlipSettings{false, false}, 1, 1, 500);
+ img, Sprite::Data{
+ .color = {0, 0, 0, 0},
+ .flip = {.flip_x = false, .flip_y = false},
+ .sorting_in_layer = 1,
+ .order_in_layer = 1,
+ .size = {.y = 500},
+ });
auto & test = gameobject.add_component<ParticleEmitter>(ParticleEmitter::Data{
.max_particles = 10,
.emission_rate = 100,
diff --git a/src/test/RenderSystemTest.cpp b/src/test/RenderSystemTest.cpp
index c105dcb..205f534 100644
--- a/src/test/RenderSystemTest.cpp
+++ b/src/test/RenderSystemTest.cpp
@@ -1,3 +1,4 @@
+#include "types.h"
#include <functional>
#include <gtest/gtest.h>
#include <memory>
@@ -35,28 +36,50 @@ 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);
}
};
@@ -66,8 +89,13 @@ 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
@@ -89,32 +117,33 @@ 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>(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);
@@ -142,7 +171,9 @@ 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>(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);
}
@@ -150,18 +181,20 @@ 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>(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.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);
}