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-rw-r--r--src/test/InputTest.cpp1
-rw-r--r--src/test/ParticleTest.cpp4
-rw-r--r--src/test/Profiling.cpp44
-rw-r--r--src/test/RenderSystemTest.cpp36
-rw-r--r--src/test/ResourceManagerTest.cpp5
-rw-r--r--src/test/Vector2Test.cpp148
6 files changed, 190 insertions, 48 deletions
diff --git a/src/test/InputTest.cpp b/src/test/InputTest.cpp
index 8c42c43..770d9b4 100644
--- a/src/test/InputTest.cpp
+++ b/src/test/InputTest.cpp
@@ -24,6 +24,7 @@ class InputTest : public ::testing::Test {
public:
Mediator mediator;
ComponentManager mgr{mediator};
+ SDLContext sdl_context{mediator};
InputSystem input_system{mediator};
diff --git a/src/test/ParticleTest.cpp b/src/test/ParticleTest.cpp
index c2a3c14..9ddb850 100644
--- a/src/test/ParticleTest.cpp
+++ b/src/test/ParticleTest.cpp
@@ -1,10 +1,10 @@
+#include "api/Asset.h"
#include <crepe/Particle.h>
#include <crepe/api/Config.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/ParticleEmitter.h>
#include <crepe/api/Rigidbody.h>
#include <crepe/api/Sprite.h>
-#include <crepe/api/Texture.h>
#include <crepe/api/Transform.h>
#include <crepe/manager/ComponentManager.h>
#include <crepe/system/ParticleSystem.h>
@@ -30,7 +30,7 @@ public:
GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 0);
Color color(0, 0, 0, 0);
- auto s1 = Texture("asset/texture/img.png");
+ auto s1 = Asset("asset/texture/img.png");
Sprite & test_sprite = game_object.add_component<Sprite>(
s1, Sprite::Data{
.color = color,
diff --git a/src/test/Profiling.cpp b/src/test/Profiling.cpp
index 3f48ced..2c6deba 100644
--- a/src/test/Profiling.cpp
+++ b/src/test/Profiling.cpp
@@ -1,9 +1,11 @@
-#include "manager/Mediator.h"
-#include "system/ParticleSystem.h"
-#include "system/PhysicsSystem.h"
-#include "system/RenderSystem.h"
#include <chrono>
#include <cmath>
+#include <crepe/api/Asset.h>
+#include <crepe/manager/Mediator.h>
+#include <crepe/manager/ResourceManager.h>
+#include <crepe/system/ParticleSystem.h>
+#include <crepe/system/PhysicsSystem.h>
+#include <crepe/system/RenderSystem.h>
#include <gtest/gtest.h>
#define private public
@@ -54,6 +56,8 @@ public:
const std::chrono::microseconds duration = 16000us;
Mediator m;
+ SDLContext sdl_context{m};
+ ResourceManager resman{m};
ComponentManager mgr{m};
// Add system used for profling tests
CollisionSystem collision_sys{m};
@@ -167,15 +171,15 @@ TEST_F(DISABLED_ProfilingTest, Profiling_2) {
gameobject.add_component<BoxCollider>(vec2{0, 0}, vec2{1, 1});
gameobject.add_component<BehaviorScript>().set_script<TestScript>();
- auto img = Texture("asset/texture/square.png");
Sprite & test_sprite = gameobject.add_component<Sprite>(
- 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},
- });
+ Asset{"asset/texture/square.png"},
+ 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++;
@@ -205,15 +209,15 @@ TEST_F(DISABLED_ProfilingTest, Profiling_3) {
});
gameobject.add_component<BoxCollider>(vec2{0, 0}, vec2{1, 1});
gameobject.add_component<BehaviorScript>().set_script<TestScript>();
- auto img = Texture("asset/texture/square.png");
Sprite & test_sprite = gameobject.add_component<Sprite>(
- 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},
- });
+ Asset{"asset/texture/square.png"},
+ 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 b2c54b9..689a6d4 100644
--- a/src/test/RenderSystemTest.cpp
+++ b/src/test/RenderSystemTest.cpp
@@ -1,3 +1,6 @@
+#include "api/Asset.h"
+#include "facade/SDLContext.h"
+#include "manager/ResourceManager.h"
#include "types.h"
#include <functional>
#include <gtest/gtest.h>
@@ -11,7 +14,6 @@
#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>
@@ -25,6 +27,8 @@ class RenderSystemTest : public Test {
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");
@@ -32,10 +36,10 @@ public:
GameObject entity4 = this->mgr.new_object("name");
void SetUp() override {
- auto s1 = Texture("asset/texture/img.png");
- auto s2 = Texture("asset/texture/img.png");
- auto s3 = Texture("asset/texture/img.png");
- auto s4 = Texture("asset/texture/img.png");
+ 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),
@@ -45,7 +49,6 @@ public:
.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
@@ -55,7 +58,6 @@ public:
.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);
@@ -66,7 +68,6 @@ public:
.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);
@@ -77,27 +78,12 @@ public:
.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);
}
};
-TEST_F(RenderSystemTest, expected_throws) {
- GameObject entity1 = this->mgr.new_object("NAME");
-
- // no texture img
- EXPECT_ANY_THROW({
- auto test = Texture("");
- 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,
- });
- });
-
+TEST_F(RenderSystemTest, NoCamera) {
// No camera
EXPECT_ANY_THROW({ this->sys.frame_update(); });
}
@@ -185,7 +171,7 @@ TEST_F(RenderSystemTest, Color) {
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);
+ //ASSERT_NE(sprite.texture.texture.get(), nullptr);
sprite.data.color = Color::GREEN;
EXPECT_EQ(sprite.data.color.r, Color::GREEN.r);
diff --git a/src/test/ResourceManagerTest.cpp b/src/test/ResourceManagerTest.cpp
index 44a5921..965eeab 100644
--- a/src/test/ResourceManagerTest.cpp
+++ b/src/test/ResourceManagerTest.cpp
@@ -1,3 +1,4 @@
+#include "manager/Mediator.h"
#include <gtest/gtest.h>
#define private public
@@ -30,7 +31,9 @@ public:
public:
const unsigned instance;
- TestResource(const Asset & src) : Resource(src), instance(this->instances++) {}
+ TestResource(const Asset & src, Mediator & mediator)
+ : Resource(src, mediator),
+ instance(this->instances++) {}
~TestResource() { this->instances--; }
bool operator==(const TestResource & other) const {
return this->instance == other.instance;
diff --git a/src/test/Vector2Test.cpp b/src/test/Vector2Test.cpp
index 17bca41..1e21af9 100644
--- a/src/test/Vector2Test.cpp
+++ b/src/test/Vector2Test.cpp
@@ -382,3 +382,151 @@ TEST_F(Vector2Test, NotEquals) {
EXPECT_FALSE(long_vec1 != long_vec1);
EXPECT_TRUE(long_vec1 != long_vec2);
}
+
+TEST_F(Vector2Test, Truncate) {
+ Vector2<int> vec = {3, 4};
+ vec.truncate(3);
+ EXPECT_EQ(vec.x, 0);
+ EXPECT_EQ(vec.y, 0);
+
+ Vector2<double> vec2 = {3.0, 4.0};
+ vec2.truncate(3.0);
+ EXPECT_FLOAT_EQ(vec2.x, 1.8);
+ EXPECT_FLOAT_EQ(vec2.y, 2.4);
+
+ Vector2<long> vec3 = {3, 4};
+ vec3.truncate(3);
+ EXPECT_EQ(vec3.x, 0);
+ EXPECT_EQ(vec3.y, 0);
+
+ Vector2<float> vec4 = {3.0f, 4.0f};
+ vec4.truncate(3.0f);
+ EXPECT_FLOAT_EQ(vec4.x, 1.8f);
+ EXPECT_FLOAT_EQ(vec4.y, 2.4f);
+}
+
+TEST_F(Vector2Test, Normalize) {
+ Vector2<int> vec = {3, 4};
+ vec.normalize();
+ EXPECT_EQ(vec.x, 0);
+ EXPECT_EQ(vec.y, 0);
+
+ Vector2<double> vec2 = {3.0, 4.0};
+ vec2.normalize();
+ EXPECT_FLOAT_EQ(vec2.x, 0.6);
+ EXPECT_FLOAT_EQ(vec2.y, 0.8);
+
+ Vector2<long> vec3 = {3, 4};
+ vec3.normalize();
+ EXPECT_EQ(vec3.x, 0);
+ EXPECT_EQ(vec3.y, 0);
+
+ Vector2<float> vec4 = {3.0f, 4.0f};
+ vec4.normalize();
+ EXPECT_FLOAT_EQ(vec4.x, 0.6f);
+ EXPECT_FLOAT_EQ(vec4.y, 0.8f);
+}
+
+TEST_F(Vector2Test, Length) {
+ Vector2<int> vec = {3, 4};
+ EXPECT_EQ(vec.length(), 5);
+
+ Vector2<double> vec2 = {3.0, 4.0};
+ EXPECT_FLOAT_EQ(vec2.length(), 5.0);
+
+ Vector2<long> vec3 = {3, 4};
+ EXPECT_EQ(vec3.length(), 5);
+
+ Vector2<float> vec4 = {3.0f, 4.0f};
+ EXPECT_FLOAT_EQ(vec4.length(), 5.0f);
+}
+
+TEST_F(Vector2Test, LengthSquared) {
+ Vector2<int> vec = {3, 4};
+ EXPECT_EQ(vec.length_squared(), 25);
+
+ Vector2<double> vec2 = {3.0, 4.0};
+ EXPECT_FLOAT_EQ(vec2.length_squared(), 25.0);
+
+ Vector2<long> vec3 = {3, 4};
+ EXPECT_EQ(vec3.length_squared(), 25);
+
+ Vector2<float> vec4 = {3.0f, 4.0f};
+ EXPECT_FLOAT_EQ(vec4.length_squared(), 25.0f);
+}
+
+TEST_F(Vector2Test, Dot) {
+ Vector2<int> vec1 = {3, 4};
+ Vector2<int> vec2 = {5, 6};
+ EXPECT_EQ(vec1.dot(vec2), 39);
+
+ Vector2<double> vec3 = {3.0, 4.0};
+ Vector2<double> vec4 = {5.0, 6.0};
+ EXPECT_FLOAT_EQ(vec3.dot(vec4), 39.0);
+
+ Vector2<long> vec5 = {3, 4};
+ Vector2<long> vec6 = {5, 6};
+ EXPECT_EQ(vec5.dot(vec6), 39);
+
+ Vector2<float> vec7 = {3.0f, 4.0f};
+ Vector2<float> vec8 = {5.0f, 6.0f};
+ EXPECT_FLOAT_EQ(vec7.dot(vec8), 39.0f);
+}
+
+TEST_F(Vector2Test, Distance) {
+ Vector2<int> vec1 = {1, 1};
+ Vector2<int> vec2 = {4, 5};
+ EXPECT_EQ(vec1.distance(vec2), 5);
+
+ Vector2<double> vec3 = {1.0, 1.0};
+ Vector2<double> vec4 = {4.0, 5.0};
+ EXPECT_FLOAT_EQ(vec3.distance(vec4), 5.0);
+
+ Vector2<long> vec5 = {1, 1};
+ Vector2<long> vec6 = {4, 5};
+ EXPECT_EQ(vec5.distance(vec6), 5);
+
+ Vector2<float> vec7 = {1.0f, 1.0f};
+ Vector2<float> vec8 = {4.0f, 5.0f};
+ EXPECT_FLOAT_EQ(vec7.distance(vec8), 5.0f);
+}
+
+TEST_F(Vector2Test, DistanceSquared) {
+ Vector2<int> vec1 = {3, 4};
+ Vector2<int> vec2 = {5, 6};
+ EXPECT_EQ(vec1.distance_squared(vec2), 8);
+
+ Vector2<double> vec3 = {3.0, 4.0};
+ Vector2<double> vec4 = {5.0, 6.0};
+ EXPECT_FLOAT_EQ(vec3.distance_squared(vec4), 8.0);
+
+ Vector2<long> vec5 = {3, 4};
+ Vector2<long> vec6 = {5, 6};
+ EXPECT_EQ(vec5.distance_squared(vec6), 8);
+
+ Vector2<float> vec7 = {3.0f, 4.0f};
+ Vector2<float> vec8 = {5.0f, 6.0f};
+ EXPECT_FLOAT_EQ(vec7.distance_squared(vec8), 8.0f);
+}
+
+TEST_F(Vector2Test, Perpendicular) {
+ Vector2<int> vec = {3, 4};
+ Vector2<int> result = vec.perpendicular();
+ EXPECT_EQ(result.x, -4);
+ EXPECT_EQ(result.y, 3);
+
+ Vector2<double> vec2 = {3.0, 4.0};
+ Vector2<double> result2 = vec2.perpendicular();
+ EXPECT_FLOAT_EQ(result2.x, -4.0);
+ EXPECT_FLOAT_EQ(result2.y, 3.0);
+
+ Vector2<long> vec3 = {3, 4};
+ Vector2<long> result3 = vec3.perpendicular();
+ EXPECT_EQ(result3.x, -4);
+ EXPECT_EQ(result3.y, 3);
+
+ Vector2<float> vec4 = {3.0f, 4.0f};
+ Vector2<float> result4 = vec4.perpendicular();
+ EXPECT_FLOAT_EQ(result4.x, -4.0f);
+ EXPECT_FLOAT_EQ(result4.y, 3.0f);
+}