#include "api/Asset.h" #include "facade/SDLContext.h" #include "manager/ResourceManager.h" #include "types.h" #include #include #include #include #define private public #define protected public #include #include #include #include #include #include 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( 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( 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( 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( 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> sprites = this->mgr.get_components_by_type(); ASSERT_EQ(sprites.size(), 4); vector> 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( ivec2 {100, 100}, vec2 {100, 100}, Camera::Data {.bg_color = Color::WHITE, .zoom = 1.0f} ); { vector> sprites = this->mgr.get_components_by_type(); 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> sprites = this->mgr.get_components_by_type(); 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(); EXPECT_NE(cameras.size(), 1); } { entity1.add_component( ivec2 {100, 100}, vec2 {100, 100}, Camera::Data {.bg_color = Color::WHITE, .zoom = 1.0f} ); auto cameras = this->mgr.get_components_by_type(); EXPECT_EQ(cameras.size(), 1); } //TODO improve with newer version } TEST_F(RenderSystemTest, Color) { entity1.add_component( ivec2 {100, 100}, vec2 {100, 100}, Camera::Data {.bg_color = Color::WHITE, .zoom = 1.0f} ); auto & sprite = this->mgr.get_components_by_id(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); }