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#include "types.h"
#include <functional>
#include <gtest/gtest.h>
#include <memory>
#include <vector>
#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/system/RenderSystem.h>
using namespace std;
using namespace crepe;
using namespace testing;
class RenderSystemTest : public Test {
public:
ComponentManager mgr{};
RenderSystem sys{mgr};
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 = 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 & 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);
}
};
TEST_F(RenderSystemTest, expected_throws) {
GameObject entity1 = this->mgr.new_object("NAME");
// 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);
});
// No camera
EXPECT_ANY_THROW({ this->sys.update(); });
}
TEST_F(RenderSystemTest, make_sprites) {}
TEST_F(RenderSystemTest, sorting_sprites) {
vector<reference_wrapper<Sprite>> sprites = this->mgr.get_components_by_type<Sprite>();
ASSERT_EQ(sprites.size(), 4);
vector<reference_wrapper<Sprite>> 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().sorting_in_layer, 1);
EXPECT_EQ(sorted_sprites[0].get().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[2].get().sorting_in_layer, 2);
EXPECT_EQ(sorted_sprites[2].get().order_in_layer, 1);
EXPECT_EQ(sorted_sprites[3].get().sorting_in_layer, 5);
EXPECT_EQ(sorted_sprites[3].get().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);
} else {
EXPECT_LE(prev.sorting_in_layer, curr.sorting_in_layer);
}
}
}
TEST_F(RenderSystemTest, Update) {
entity1.add_component<Camera>(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000}, 1.0f);
{
vector<reference_wrapper<Sprite>> sprites = this->mgr.get_components_by_type<Sprite>();
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.update();
{
vector<reference_wrapper<Sprite>> sprites = this->mgr.get_components_by_type<Sprite>();
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<Camera>();
EXPECT_NE(cameras.size(), 1);
}
{
entity1.add_component<Camera>(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000}, 1.0f);
auto cameras = this->mgr.get_components_by_type<Camera>();
EXPECT_EQ(cameras.size(), 1);
}
//TODO improve with newer version
}
TEST_F(RenderSystemTest, Color) {
entity1.add_component<Camera>(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000}, 1.0f);
auto & sprite = this->mgr.get_components_by_id<Sprite>(entity1.id).front().get();
ASSERT_NE(sprite.sprite_image.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);
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);
}
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