Files
akbasic/tests/akgl_backends.c
Tachikoma 3b32a682a1 Give BASIC menus, dialogs and HUD labels over libakgl's UI helpers
Group K, and the first verbs to reach the akgl_ui subsystem 0.9.0 brought
in: MENU and GETMENU and RMENU, DIALOG, HUD and UISTYLE. A program that
wanted a title screen had to draw one out of CHAR and GETKEY, which is
what both breakout tutorials make a reader do.

The interesting part is the impedance mismatch. libakgl's UI is immediate
mode -- widgets are re-declared inside a frame bracket every frame and
clay borrows their text until the bracket closes -- and a BASIC program
says MENU 1, "START" on line 100 and expects it up on line 900, several
hundred frames later. So src/ui_akgl.c is retained on this side and
immediate on that one: the record's entry points are setters that copy
into akbasic_AkglUi, and akbasic_ui_akgl_render() replays the whole set
once a frame from the host's pump. No BASIC string, which lives in the
per-line value pool, is ever what clay is handed.

The shapes are borrowed rather than invented. MENU retires the way SOLID
does -- no entries retires one, no arguments retire them all. GETMENU
holds the step loop the way GETKEY does, so parking is not blocking: the
step still returns, the host keeps its frame rate, and the sprite, audio
and collision services keep running underneath because they run before
the blocking checks. RMENU(n,1) reads and clears the way BUMP() does.
Withdrawing the device or retiring the menu releases a holding GETMENU
with 0 rather than wedging the script, which is akbasic_input_service()'s
rule for a withdrawn keyboard.

One thing a program has to know, and docs/19-user-interface.md says it
twice: a menu that is up owns the cursor keys and Return. It has to, and
retiring it gives them back -- forget the MENU n before an INPUT and the
INPUT never sees the Return that ends it.

akbasic_runtime_set_ui() is its own function rather than a fifth argument
to akbasic_runtime_set_devices(), whose signature has twenty-eight call
sites in tests and documentation that are about something else.

deps/libakgl is not touched. akgl_UiAnchor has the four corners and dead
centre, so HUD offers exactly those five; TODO.md records what a
top-centre and bottom-centre would cost upstream, along with the three
other things this deliberately leaves out. No new error code either --
DEVICE, BOUNDS, SYNTAX and TYPE cover the group, and 520 stays free.

tools/screenshot.c had to learn that "needs a font" and "draws the text
grid" are two questions. They were one, and a UI figure came out black:
the text layer owns every pixel of the rows it covers and painted over
the widgets. The new ui=1 fence attribute asks for the first without the
second; MAINTENANCE.md documents it.

112/112 in both configurations, 112/112 under ASan and UBSan, coverage
94.1% against the 90% gate with src/runtime_ui.c at 99% of lines and
100% of functions, doxygen clean, and the four new figures byte-identical
on a re-render. TODO.md section 8's gate table was stale on several
counts besides these and is refreshed with measured numbers.

Co-Authored-By: Tachikoma (Claude Code Opus 5 1M) <noreply@anthropic.com>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-02 18:37:10 -04:00

1362 lines
53 KiB
C

/**
* @file akgl_backends.c
* @brief Tests the libakgl-backed sink and device backends against real pixels.
*
* Everything here draws into a small software renderer under the dummy video
* driver and reads the target back, which is the pattern
* deps/libakgl/tests/draw.c established -- it needs no display, no offscreen
* harness and no audio hardware.
*
* These are the only tests in this repository that link SDL, and they only build
* under -DAKBASIC_WITH_AKGL=ON. Everything they exercise below the adaptor is
* libakgl's own and is tested over there; what is asserted here is the seam:
* that a BASIC verb reaches the right akgl call with the right geometry and the
* right colour, and that the text sink puts characters where its own cursor says
* they are.
*/
#include <string.h>
#include <SDL3/SDL.h>
#include <SDL3_ttf/SDL_ttf.h>
#include <akerror.h>
#include <akgl/controller.h>
#include <akgl/error.h>
/*
* game.h purely for the `akgl_renderer` global and its `akgl_default_renderer` storage. The
* interpreter never calls akgl_game_init() -- it drives subsystems directly, and
* owning the game loop is exactly what goal 3 forbids -- but the draw calls read
* that global, so a test standing in for a host has to populate it the same way
* deps/libakgl/tests/draw.c does.
*/
#include <akgl/game.h>
#include <akgl/heap.h>
#include <akgl/registry.h>
#include <akgl/renderer.h>
#include <akgl/text.h>
#include <akbasic/akgl.h>
#include <akbasic/error.h>
#include <akbasic/sprite.h>
#include <akbasic/runtime.h>
#include <akbasic/sink.h>
#include <akbasic/ui.h>
#include "testutil.h"
/** @brief Width and height of the offscreen target. Small enough to read back whole. */
#define TARGET_SIZE 128
/* The interpreter carries every pool it owns, so it does not fit on a stack. */
static akbasic_Runtime RUNTIME;
static akbasic_TextSink SINK;
static akbasic_StdioSink SINKSTATE;
static akbasic_AkglSink AKGLSINKSTATE;
static akbasic_TextSink AKGLSINK;
static akbasic_GraphicsBackend GRAPHICS;
static akbasic_AkglGraphics GRAPHICSSTATE;
static akbasic_InputBackend INPUT;
static akbasic_SpriteBackend SPRITES;
static akbasic_UiBackend UI;
static akbasic_AkglUi UISTATE;
static akbasic_AkglSprites SPRITESSTATE;
static TTF_Font *font = NULL;
static char OUTPUT[8192];
static FILE *OUT = NULL;
/** @brief Report whether one pixel of @p shot carries @p color. Alpha is not compared. */
static bool pixel_is(SDL_Surface *shot, int x, int y, uint8_t r, uint8_t g, uint8_t b)
{
uint8_t gotr = 0;
uint8_t gotg = 0;
uint8_t gotb = 0;
uint8_t gota = 0;
if ( shot == NULL ) {
return false;
}
if ( !SDL_ReadSurfacePixel(shot, x, y, &gotr, &gotg, &gotb, &gota) ) {
return false;
}
return ((gotr == r) && (gotg == g) && (gotb == b));
}
/** @brief Clear the target to opaque black so a drawn pixel is unambiguous. */
static akerr_ErrorContext AKERR_NOIGNORE *clear_target(void)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, SDL_SetRenderDrawColor(akgl_renderer->sdl_renderer, 0, 0, 0, 0xff),
AKGL_ERR_SDL, "%s", SDL_GetError());
FAIL_ZERO_RETURN(errctx, SDL_RenderClear(akgl_renderer->sdl_renderer),
AKGL_ERR_SDL, "%s", SDL_GetError());
SUCCEED_RETURN(errctx);
}
/** @brief Bring up a runtime with the akgl graphics backend attached. */
static akerr_ErrorContext AKERR_NOIGNORE *start_runtime(const char *source)
{
PREPARE_ERROR(errctx);
memset(OUTPUT, 0, sizeof(OUTPUT));
OUT = fmemopen(OUTPUT, sizeof(OUTPUT), "w");
FAIL_ZERO_RETURN(errctx, (OUT != NULL), AKERR_IO, "could not open the output buffer");
setvbuf(OUT, NULL, _IONBF, 0);
PASS(errctx, akbasic_sink_init_stdio(&SINK, &SINKSTATE, OUT, NULL));
PASS(errctx, akbasic_runtime_init(&RUNTIME, &SINK));
PASS(errctx, akbasic_graphics_init_akgl(&GRAPHICS, &GRAPHICSSTATE, akgl_renderer));
PASS(errctx, akbasic_sprite_init_akgl(&SPRITES, &SPRITESSTATE, akgl_renderer, &GRAPHICSSTATE));
PASS(errctx, akbasic_runtime_set_devices(&RUNTIME, &GRAPHICS, NULL, NULL, &SPRITES));
PASS(errctx, akbasic_runtime_load(&RUNTIME, source));
PASS(errctx, akbasic_runtime_start(&RUNTIME, AKBASIC_MODE_RUN));
PASS(errctx, akbasic_runtime_run(&RUNTIME, 0));
SUCCEED_RETURN(errctx);
}
static void stop_runtime(void)
{
/*
* The sprite backend has to be torn down, not just dropped.
*
* This used to close the output file and nothing else, and got away with it
* because akbasic_sprite_init_akgl() claimed no pooled objects -- the actors
* and textures a program had created leaked, but at two or three per case
* and 64 actor slots nothing ever ran out. Claiming eight collision proxies
* per backend changed the arithmetic: twenty cases at eight apiece is a
* hundred and sixty against a pool of a hundred and twenty-eight, and the
* suite started failing in whichever case happened to be twelfth.
*
* A host releases what it took. So does this.
*/
akbasic_sprite_akgl_shutdown(&SPRITES);
/*
* And the drawing layer, for the same reason: akbasic_graphics_init_akgl()
* zeroes the state it is given, so a second start_runtime() would drop the
* pointer to a live SDL texture on the floor.
*/
akbasic_graphics_akgl_shutdown(&GRAPHICS);
if ( OUT != NULL ) {
fclose(OUT);
OUT = NULL;
}
}
/**
* @brief A DRAW reaches real pixels, in the colour COLOR bound to the source.
*
* This is the assertion the whole adaptor exists for: a BASIC line in, a lit
* pixel out, with nothing mocked in between.
*/
static akerr_ErrorContext AKERR_NOIGNORE *test_draw_reaches_pixels(void)
{
PREPARE_ERROR(errctx);
SDL_Surface *shot = NULL;
PASS(errctx, clear_target());
PASS(errctx, start_runtime("10 COLOR 1, 3\n20 DRAW 1, 10, 20\n"));
TEST_REQUIRE_STR(OUTPUT, "");
shot = SDL_RenderReadPixels(akgl_renderer->sdl_renderer, NULL);
TEST_REQUIRE(shot != NULL, "could not read the render target back");
/* Palette index 3 is red: 0x88, 0x39, 0x32 in src/graphics_tables.c. */
TEST_REQUIRE(pixel_is(shot, 10, 20, 0x88, 0x39, 0x32),
"DRAW 1,10,20 after COLOR 1,3 should have lit (10,20) red");
TEST_REQUIRE(!pixel_is(shot, 11, 20, 0x88, 0x39, 0x32),
"DRAW should have lit one pixel, not two");
SDL_DestroySurface(shot);
stop_runtime();
SUCCEED_RETURN(errctx);
}
/**
* @brief The renderer's own size is the space BASIC draws into.
*
* The one test that puts a real SDL renderer behind item 9. The target here is
* 128x128 -- deliberately *smaller* than the 320x200 fallback -- so a `SCALE`
* that still divided by the old constants would put its far corner at 2.5 times
* the target's width and light nothing at all.
*/
static akerr_ErrorContext AKERR_NOIGNORE *test_size_is_the_renderer(void)
{
PREPARE_ERROR(errctx);
SDL_Surface *shot = NULL;
PASS(errctx, clear_target());
PASS(errctx, start_runtime("10 PRINT RGR(1)\n20 PRINT RGR(2)\n"));
TEST_REQUIRE_STR(OUTPUT, "128\n128\n");
stop_runtime();
PASS(errctx, clear_target());
PASS(errctx, start_runtime("10 SCALE 1, 1000, 1000\n"
"20 DRAW 1, 1000, 1000\n"));
TEST_REQUIRE_STR(OUTPUT, "");
shot = SDL_RenderReadPixels(akgl_renderer->sdl_renderer, NULL);
TEST_REQUIRE(shot != NULL, "could not read the render target back");
/*
* The far corner of the user space lands on the far corner of the target.
* The old code divided by the 320x200 constants, which would have put this
* at (400, 400) -- off a 128x128 surface entirely, lighting nothing.
*/
TEST_REQUIRE(pixel_is(shot, TARGET_SIZE - 1, TARGET_SIZE - 1, 0xff, 0xff, 0xff),
"SCALE 1,1000,1000 then DRAW 1,1000,1000 should reach the bottom-right pixel");
SDL_DestroySurface(shot);
stop_runtime();
SUCCEED_RETURN(errctx);
}
/** @brief A BOX outlines: its corners are lit and its middle is not. */
static akerr_ErrorContext AKERR_NOIGNORE *test_box_outlines(void)
{
PREPARE_ERROR(errctx);
SDL_Surface *shot = NULL;
PASS(errctx, clear_target());
PASS(errctx, start_runtime("10 BOX 1, 10, 10, 40, 40\n"));
TEST_REQUIRE_STR(OUTPUT, "");
shot = SDL_RenderReadPixels(akgl_renderer->sdl_renderer, NULL);
TEST_REQUIRE(shot != NULL, "could not read the render target back");
TEST_REQUIRE(pixel_is(shot, 10, 10, 0xff, 0xff, 0xff), "the box's corner should be lit");
TEST_REQUIRE(pixel_is(shot, 25, 10, 0xff, 0xff, 0xff), "the box's top edge should be lit");
TEST_REQUIRE(!pixel_is(shot, 25, 25, 0xff, 0xff, 0xff),
"an unrotated BOX outlines rather than fills");
SDL_DestroySurface(shot);
stop_runtime();
SUCCEED_RETURN(errctx);
}
/**
* @brief PAINT fills the region a BOX encloses and stops at its edge.
*
* Also the one place the akgl flood fill is exercised through a BASIC verb,
* which is where its partial-fill error would surface if it ever fired.
*/
static akerr_ErrorContext AKERR_NOIGNORE *test_paint_fills_region(void)
{
PREPARE_ERROR(errctx);
SDL_Surface *shot = NULL;
PASS(errctx, clear_target());
PASS(errctx, start_runtime("10 BOX 1, 10, 10, 40, 40\n"
"20 COLOR 2, 6\n"
"30 PAINT 2, 25, 25\n"));
TEST_REQUIRE_STR(OUTPUT, "");
shot = SDL_RenderReadPixels(akgl_renderer->sdl_renderer, NULL);
TEST_REQUIRE(shot != NULL, "could not read the render target back");
/* Palette index 6 is green: 0x55, 0xa0, 0x49. */
TEST_REQUIRE(pixel_is(shot, 25, 25, 0x55, 0xa0, 0x49),
"the inside of the box should have been painted green");
TEST_REQUIRE(!pixel_is(shot, 50, 50, 0x55, 0xa0, 0x49),
"the paint should have stopped at the box's edge");
SDL_DestroySurface(shot);
stop_runtime();
SUCCEED_RETURN(errctx);
}
/** @brief SSHAPE and GSHAPE round-trip a region through the handle in a string. */
static akerr_ErrorContext AKERR_NOIGNORE *test_shape_roundtrip(void)
{
PREPARE_ERROR(errctx);
SDL_Surface *shot = NULL;
PASS(errctx, clear_target());
PASS(errctx, start_runtime("10 BOX 1, 4, 4, 12, 12\n"
"20 SSHAPE A$, 0, 0, 16, 16\n"
"30 GSHAPE A$, 64, 64\n"));
TEST_REQUIRE_STR(OUTPUT, "");
shot = SDL_RenderReadPixels(akgl_renderer->sdl_renderer, NULL);
TEST_REQUIRE(shot != NULL, "could not read the render target back");
/* The saved corner was at (4,4); pasted at (64,64) it lands at (68,68). */
TEST_REQUIRE(pixel_is(shot, 68, 68, 0xff, 0xff, 0xff),
"the pasted shape should carry the box's corner");
SDL_DestroySurface(shot);
stop_runtime();
SUCCEED_RETURN(errctx);
}
/**
* @brief The sink measures a character grid and puts text where its cursor says.
*
* akgl_text_measure() is the call this whole file was blocked on until libakgl
* 42b60f7, so the grid it produces is worth asserting directly rather than only
* through what gets drawn.
*/
static akerr_ErrorContext AKERR_NOIGNORE *test_sink_grid_and_wrap(void)
{
PREPARE_ERROR(errctx);
int cellw = 0;
int cellh = 0;
PASS(errctx, akgl_text_measure(font, "A", &cellw, &cellh));
TEST_REQUIRE(cellw > 0 && cellh > 0, "the fixture font should measure a real cell");
PASS(errctx, akbasic_sink_init_akgl(&AKGLSINK, &AKGLSINKSTATE, akgl_renderer, font,
TARGET_SIZE, TARGET_SIZE));
TEST_REQUIRE_INT(AKGLSINKSTATE.cellw, cellw);
TEST_REQUIRE_INT(AKGLSINKSTATE.columns, TARGET_SIZE / cellw);
TEST_REQUIRE_INT(AKGLSINKSTATE.rows, TARGET_SIZE / cellh);
PASS(errctx, AKGLSINK.writeln(&AKGLSINK, "HELLO"));
PASS(errctx, AKGLSINK.write(&AKGLSINK, "WORLD"));
TEST_REQUIRE_STR(AKGLSINKSTATE.text[0], "HELLO");
TEST_REQUIRE_STR(AKGLSINKSTATE.text[1], "WORLD");
TEST_REQUIRE_INT(AKGLSINKSTATE.cursorrow, 1);
TEST_REQUIRE_INT(AKGLSINKSTATE.cursorcol, 5);
/* A clear empties the grid and takes the cursor home. */
PASS(errctx, AKGLSINK.clear(&AKGLSINK));
TEST_REQUIRE_STR(AKGLSINKSTATE.text[0], "");
TEST_REQUIRE_INT(AKGLSINKSTATE.cursorrow, 0);
TEST_REQUIRE_INT(AKGLSINKSTATE.cursorcol, 0);
/*
* A text area too small for one character is refused rather than silently
* producing a zero-column grid, which would divide by zero on the first
* wrap.
*/
TEST_REQUIRE_STATUS(akbasic_sink_init_akgl(&AKGLSINK, &AKGLSINKSTATE, akgl_renderer, font, 1, 1),
AKBASIC_ERR_BOUNDS);
TEST_REQUIRE_STATUS(akbasic_sink_init_akgl(&AKGLSINK, &AKGLSINKSTATE, NULL, font,
TARGET_SIZE, TARGET_SIZE),
AKERR_NULLPOINTER);
SUCCEED_RETURN(errctx);
}
/**
* @brief A character placed past a short row's end pads rather than vanishing.
*
* A row is a NUL-terminated string, so `CHAR 1, 6, 0, "#"` on an otherwise empty
* row used to store the `#` at column 6 with `text[0][0]` still `'\0'` -- and
* the render loop, which stops at the terminator, drew nothing at all. The write
* succeeded, the cursor moved, the stdout mirror showed the character, and the
* window stayed blank. That silent nothing is the trap; the documented
* truncation on the way back is fine and is asserted here too.
*
* The padding has to be spaces rather than whatever is in the buffer, because
* the buffer is not cleared between rows: the gap holds the tail of some longer
* row that used to be here, which is the second case below.
*
* TODO.md section 6 item 32.
*/
static akerr_ErrorContext AKERR_NOIGNORE *test_sink_writes_past_a_short_row(void)
{
PREPARE_ERROR(errctx);
PASS(errctx, akbasic_sink_init_akgl(&AKGLSINK, &AKGLSINKSTATE, akgl_renderer, font,
TARGET_SIZE, TARGET_SIZE));
PASS(errctx, AKGLSINK.moveto(&AKGLSINK, 6, 0));
PASS(errctx, AKGLSINK.write(&AKGLSINK, "#"));
TEST_REQUIRE_STR(AKGLSINKSTATE.text[0], " #");
/*
* Writing back over a long row still truncates it -- that half is the
* documented behaviour and the reason a program builds a row whole.
*/
PASS(errctx, AKGLSINK.clear(&AKGLSINK));
PASS(errctx, AKGLSINK.write(&AKGLSINK, "ABCDEFGHIJ"));
PASS(errctx, AKGLSINK.moveto(&AKGLSINK, 3, 0));
PASS(errctx, AKGLSINK.write(&AKGLSINK, "X"));
TEST_REQUIRE_STR(AKGLSINKSTATE.text[0], "ABCX");
/*
* And a write past *that* terminator pads with spaces rather than exposing
* the "EFGHIJ" still sitting in the buffer behind it. A pad that only
* replaced the terminator itself would leave those visible.
*/
PASS(errctx, AKGLSINK.moveto(&AKGLSINK, 7, 0));
PASS(errctx, AKGLSINK.write(&AKGLSINK, "Z"));
TEST_REQUIRE_STR(AKGLSINKSTATE.text[0], "ABCX Z");
SUCCEED_RETURN(errctx);
}
/** @brief The sink's text actually reaches the target when the host renders. */
static akerr_ErrorContext AKERR_NOIGNORE *test_sink_renders(void)
{
PREPARE_ERROR(errctx);
SDL_Surface *shot = NULL;
int x = 0;
int y = 0;
bool lit = false;
PASS(errctx, clear_target());
PASS(errctx, akbasic_sink_init_akgl(&AKGLSINK, &AKGLSINKSTATE, akgl_renderer, font,
TARGET_SIZE, TARGET_SIZE));
PASS(errctx, AKGLSINK.write(&AKGLSINK, "X"));
PASS(errctx, akbasic_sink_akgl_render(&AKGLSINK));
/*
* Asserted as "something was drawn in the first cell" rather than against
* particular pixels: which ones a glyph lights is FreeType's business and it
* is free to hint them differently. The seam being tested is that the text
* reached the renderer at the cursor's cell at all.
*/
shot = SDL_RenderReadPixels(akgl_renderer->sdl_renderer, NULL);
TEST_REQUIRE(shot != NULL, "could not read the render target back");
for ( y = 0; y < AKGLSINKSTATE.cellh && !lit; y++ ) {
for ( x = 0; x < AKGLSINKSTATE.cellw && !lit; x++ ) {
lit = !pixel_is(shot, x, y, 0, 0, 0);
}
}
TEST_REQUIRE(lit, "the sink drew nothing into the first character cell");
SDL_DestroySurface(shot);
SUCCEED_RETURN(errctx);
}
/**
* @brief The input adaptor drains the ring the host's event pump fills.
*
* Synthetic key events through akgl_controller_handle_event(), which is exactly
* how a host feeds it, and then read back through the akbasic backend.
*/
static akerr_ErrorContext AKERR_NOIGNORE *test_input_backend(void)
{
PREPARE_ERROR(errctx);
SDL_Event event;
int keycode = 0;
bool available = false;
/*
* handle_event refuses a NULL appstate outright, so it needs something to
* point at even though nothing here reads it. deps/libakgl/tests/controller.c
* uses a placeholder for the same reason.
*/
int appstate_placeholder = 0;
PASS(errctx, akbasic_input_init_akgl(&INPUT));
PASS(errctx, INPUT.flush_keys(&INPUT));
/* An empty ring is success with nothing available, never an error. */
PASS(errctx, INPUT.poll_key(&INPUT, &keycode, &available));
TEST_REQUIRE(!available, "an empty ring should report nothing available");
memset(&event, 0, sizeof(event));
event.type = SDL_EVENT_KEY_DOWN;
event.key.key = SDLK_A;
PASS(errctx, akgl_controller_handle_event(&appstate_placeholder, &event));
PASS(errctx, INPUT.poll_key(&INPUT, &keycode, &available));
TEST_REQUIRE(available, "a key the host pumped should reach the interpreter");
TEST_REQUIRE_INT(keycode, SDLK_A);
PASS(errctx, INPUT.poll_key(&INPUT, &keycode, &available));
TEST_REQUIRE(!available, "the ring should drain to empty");
SUCCEED_RETURN(errctx);
}
/**
* @brief The UI adaptor: retained widgets, a rendered frame, and a real choice.
*
* The seam this asserts is the one the whole file is about, and here it is more
* than a coordinate conversion. libakgl's UI is immediate mode and this
* interpreter is not, so what has to work is that a MENU declared once survives
* a frame bracket it never saw, and that a keystroke libakgl consumed comes back
* out through the record as an activation a BASIC program can read.
*
* The keystrokes are **keycodes, not scancodes** -- akgl_ui_menu_handle_event
* matches on `event.key.key`, and a scancode-filled event is silently ignored.
*/
static akerr_ErrorContext AKERR_NOIGNORE *test_ui_backend(void)
{
PREPARE_ERROR(errctx);
const char *items[3] = { "START", "OPTIONS", "QUIT" };
akbasic_Color fill = { 0x00, 0x00, 0x00, 0xff };
akbasic_Color edge = { 0xff, 0xff, 0xff, 0xff };
akbasic_Color ink = { 0xff, 0xff, 0xff, 0xff };
SDL_Event event;
int selected = 99;
bool activated = true;
bool consumed = false;
PASS(errctx, akbasic_ui_init_akgl(&UI, &UISTATE, akgl_renderer,
AKBASIC_TEST_FONT, 12, TARGET_SIZE, TARGET_SIZE));
/* Nothing declared yet: a frame with no widgets is still a legal frame. */
PASS(errctx, akbasic_ui_akgl_render(&UI));
PASS(errctx, UI.style(&UI, &fill, &edge, &ink, 4.0, 0.0));
PASS(errctx, UI.label(&UI, 0, AKBASIC_UI_ANCHOR_TOP_LEFT, "LIVES 3"));
PASS(errctx, UI.dialog(&UI, "A PANEL"));
PASS(errctx, UI.menu(&UI, 0, items, 3));
/* Freshly defined: first entry highlighted, nothing chosen. */
PASS(errctx, UI.menu_state(&UI, 0, &selected, &activated, false));
TEST_REQUIRE_INT(selected, 0);
TEST_REQUIRE(!activated, "a freshly defined menu should not be activated");
/*
* A whole frame, from what the verbs left behind. This is the assertion that
* the retained set is re-declarable: clay borrows the text until frame_end,
* and every pointer it is handed here belongs to UISTATE rather than to a
* BASIC value that stopped existing several statements ago.
*/
PASS(errctx, akbasic_ui_akgl_render(&UI));
/* Down, then Return -- the menu owns both while it has entries. */
memset(&event, 0, sizeof(event));
event.type = SDL_EVENT_KEY_DOWN;
event.key.key = SDLK_DOWN;
PASS(errctx, akbasic_ui_akgl_handle_event(&UI, &event, &consumed));
TEST_REQUIRE(consumed, "a menu that is up should consume Down");
memset(&event, 0, sizeof(event));
event.type = SDL_EVENT_KEY_DOWN;
event.key.key = SDLK_RETURN;
PASS(errctx, akbasic_ui_akgl_handle_event(&UI, &event, &consumed));
TEST_REQUIRE(consumed, "a menu that is up should consume Return");
PASS(errctx, UI.menu_state(&UI, 0, &selected, &activated, true));
TEST_REQUIRE_INT(selected, 1);
TEST_REQUIRE(activated, "Return should have activated the second entry");
/* Reading with clear consumed the latch; the highlight is untouched. */
PASS(errctx, UI.menu_state(&UI, 0, &selected, &activated, false));
TEST_REQUIRE_INT(selected, 1);
TEST_REQUIRE(!activated, "reading the latch should have cleared it");
/*
* Retiring the menu hands the cursor keys back. Without this a program that
* put a menu up could never take a typed line again, which is what makes the
* REPL usable at all.
*/
PASS(errctx, UI.menu(&UI, 0, NULL, 0));
memset(&event, 0, sizeof(event));
event.type = SDL_EVENT_KEY_DOWN;
event.key.key = SDLK_DOWN;
PASS(errctx, akbasic_ui_akgl_handle_event(&UI, &event, &consumed));
TEST_REQUIRE(!consumed, "a retired menu must not still be eating Down");
/* Escape is nobody's, even with a menu up. */
PASS(errctx, UI.menu(&UI, 0, items, 3));
memset(&event, 0, sizeof(event));
event.type = SDL_EVENT_KEY_DOWN;
event.key.key = SDLK_ESCAPE;
PASS(errctx, akbasic_ui_akgl_handle_event(&UI, &event, &consumed));
TEST_REQUIRE(!consumed, "Escape should reach the program, not the menu");
PASS(errctx, UI.clear(&UI));
PASS(errctx, UI.menu_state(&UI, 0, &selected, &activated, false));
TEST_REQUIRE_INT(selected, 0);
PASS(errctx, akbasic_ui_akgl_render(&UI));
/* Shutdown is idempotent, because teardown paths are already unwinding. */
akbasic_ui_akgl_shutdown(&UI);
akbasic_ui_akgl_shutdown(&UI);
SUCCEED_RETURN(errctx);
}
/**
* @brief A sprite loaded from an image file lands on the target where MOVSPR put it.
*
* The one assertion in this repository that exercises the whole file path:
* a BASIC string that is not an SSHAPE handle, resolved by akgl_path_relative()
* against the working directory, decoded by SDL_image inside
* akgl_spritesheet_initialize(), and blitted through the actor's renderfunc.
*
* The fixture is 8x8 rather than 24x21 on purpose -- a sprite from a file takes
* the image's own size, and an assertion at (43, 33) rather than (40, 30) is
* what says the size came from the image rather than from a constant.
*/
static akerr_ErrorContext AKERR_NOIGNORE *test_sprite_from_file(void)
{
PREPARE_ERROR(errctx);
SDL_Surface *shot = NULL;
PASS(errctx, clear_target());
PASS(errctx, start_runtime("10 SPRSAV \"assets/sprite8x8.png\", 1\n"
"20 SPRITE 1, 1\n"
"30 MOVSPR 1, 40, 30\n"));
TEST_REQUIRE_STR(OUTPUT, "");
PASS(errctx, akbasic_sprite_akgl_render(&SPRITES));
shot = SDL_RenderReadPixels(akgl_renderer->sdl_renderer, NULL);
TEST_REQUIRE(shot != NULL, "could not read the render target back");
/*
* Magenta, not white: SPRITE's colour argument modulates the texture and
* this program never gave one, so the image's own colour comes through.
*/
TEST_REQUIRE(pixel_is(shot, 43, 33, 0xff, 0x00, 0xff),
"the loaded sprite should be drawn at MOVSPR's coordinate");
TEST_REQUIRE(pixel_is(shot, 47, 37, 0xff, 0x00, 0xff),
"the whole 8x8 image should have been drawn, not one pixel of it");
TEST_REQUIRE(!pixel_is(shot, 49, 39, 0xff, 0x00, 0xff),
"an 8x8 sprite should stop after eight pixels");
SDL_DestroySurface(shot);
/* A path that names nothing is the program's mistake, and is reported. */
stop_runtime();
PASS(errctx, start_runtime("10 SPRSAV \"assets/nosuchfile.png\", 1\n"));
TEST_REQUIRE(strstr(OUTPUT, "No such sprite image") != NULL,
"a missing image should be reported by name, got \"%s\"", OUTPUT);
stop_runtime();
SUCCEED_RETURN(errctx);
}
/**
* @brief A sprite defined from 63 pattern bytes reaches real pixels, in its colour.
*
* The DATA-driven path a type-in listing uses, end to end: an integer array, the
* bit unpacking, a surface built a pixel at a time, and a texture. The pattern
* is one set bit in the top-left corner, so what is asserted is both that the
* pixel is lit *and* that its neighbour is not -- which is what catches a bit
* order that came through reversed.
*/
static akerr_ErrorContext AKERR_NOIGNORE *test_sprite_from_pattern(void)
{
PREPARE_ERROR(errctx);
SDL_Surface *shot = NULL;
PASS(errctx, clear_target());
PASS(errctx, start_runtime("10 DIM P#(63)\n"
"20 P#(0) = 128\n"
"30 SPRSAV P#, 1\n"
"40 SPRITE 1, 1, 6\n"
"50 MOVSPR 1, 20, 20\n"));
TEST_REQUIRE_STR(OUTPUT, "");
PASS(errctx, akbasic_sprite_akgl_render(&SPRITES));
shot = SDL_RenderReadPixels(akgl_renderer->sdl_renderer, NULL);
TEST_REQUIRE(shot != NULL, "could not read the render target back");
/* Palette index 6 is green: 0x55, 0xa0, 0x49. */
TEST_REQUIRE(pixel_is(shot, 20, 20, 0x55, 0xa0, 0x49),
"the pattern's one set bit should be the sprite's top-left pixel");
TEST_REQUIRE(!pixel_is(shot, 21, 20, 0x55, 0xa0, 0x49),
"only one bit was set, so only one pixel should be lit");
TEST_REQUIRE(!pixel_is(shot, 43, 20, 0x55, 0xa0, 0x49),
"a reversed bit order would have lit the far end of the row");
SDL_DestroySurface(shot);
stop_runtime();
SUCCEED_RETURN(errctx);
}
/**
* @brief A region SSHAPE saved becomes a sprite, which is the shared-format claim.
*
* The C128 documents SPRSAV's string as the SSHAPE data format at a fixed 24x21,
* so reusing the shape pool here is faithful rather than a shortcut -- and this
* is what says the handle actually survives the trip through a BASIC string and
* into the sprite device.
*/
static akerr_ErrorContext AKERR_NOIGNORE *test_sprite_from_shape(void)
{
PREPARE_ERROR(errctx);
SDL_Surface *shot = NULL;
PASS(errctx, clear_target());
PASS(errctx, start_runtime("10 COLOR 1, 3\n"
"20 BOX 1, 0, 0, 10, 10\n"
"30 SSHAPE A$, 0, 0, 10, 10\n"
"40 SPRSAV A$, 1\n"
"50 SPRITE 1, 1\n"
"60 MOVSPR 1, 60, 60\n"));
TEST_REQUIRE_STR(OUTPUT, "");
PASS(errctx, akbasic_sprite_akgl_render(&SPRITES));
shot = SDL_RenderReadPixels(akgl_renderer->sdl_renderer, NULL);
TEST_REQUIRE(shot != NULL, "could not read the render target back");
/*
* Palette index 3 is red, which is what the BOX was outlined in. The corner
* of the box is the (0,0) pixel of the saved region, so it lands exactly
* where MOVSPR put the sprite -- and its interior does not, which is what
* says a region was copied rather than a rectangle drawn.
*/
TEST_REQUIRE(pixel_is(shot, 60, 60, 0x88, 0x39, 0x32),
"the saved region's corner should have been drawn as a sprite");
TEST_REQUIRE(!pixel_is(shot, 65, 65, 0x88, 0x39, 0x32),
"the region was an outline, so its middle should not be red");
SDL_DestroySurface(shot);
stop_runtime();
SUCCEED_RETURN(errctx);
}
/**
* @brief Run one program and report the collision mask the device computes.
*
* Straight at the backend rather than through `BUMP(1)`, because what is under
* test is the overlap arithmetic and not the accumulate-and-clear the runtime
* wraps it in -- that half is already covered by tests/sprite_verbs.c against a
* mock. Going through BUMP here would assert both at once and blame the wrong
* one when either broke.
*/
static akerr_ErrorContext AKERR_NOIGNORE *mask_for(const char *source, uint16_t *dest)
{
PREPARE_ERROR(errctx);
PASS(errctx, start_runtime(source));
TEST_REQUIRE_STR(OUTPUT, "");
PASS(errctx, SPRITES.collisions(&SPRITES, dest));
SUCCEED_RETURN(errctx);
}
/**
* @brief What spr_collisions() answers, pinned before anything replaces it.
*
* **This code had no test at all.** tests/sprite_verbs.c drives the collision
* path end to end but through a mock backend, so the real overlap arithmetic
* could have changed what BUMP(1) reports for every program in existence and the
* suite would still have passed. That is the gap this closes, and it is closed
* *before* the arithmetic is touched so there is a before to compare an after
* against.
*
* Two of the cases below are the ones a replacement is most likely to get wrong,
* and each says so where it stands.
*/
static akerr_ErrorContext AKERR_NOIGNORE *test_collision_pairs(void)
{
PREPARE_ERROR(errctx);
uint16_t mask = 0;
/* Nothing defined: no actor, so nothing to compare and nothing set. */
PASS(errctx, mask_for("10 X# = 0\n", &mask));
TEST_REQUIRE_INT(mask, 0);
stop_runtime();
/*
* Two 24x21 patterns overlapping. Bit n-1 is sprite n, so sprites 1 and 2
* are 0x03.
*/
PASS(errctx, mask_for("10 DIM P#(63)\n"
"20 FOR I# = 0 TO 62\n"
"30 P#(I#) = 255\n"
"40 NEXT I#\n"
"50 SPRSAV P#, 1\n"
"60 SPRSAV P#, 2\n"
"70 SPRITE 1, 1\n"
"80 SPRITE 2, 1\n"
"90 MOVSPR 1, 10, 10\n"
"100 MOVSPR 2, 20, 20\n", &mask));
TEST_REQUIRE_INT(mask, 0x03);
stop_runtime();
/*
* **Edge to edge is not a collision.** Sprite 1 spans x 10..33 inclusive and
* sprite 2 starts at 34, so the test is `ax + aw < bx + 1` -- the strict `<`
* in spr_collisions(). A tile-aligned program puts sprites here constantly,
* and a replacement that answers "touching" instead of "overlapping" changes
* every one of them.
*/
PASS(errctx, mask_for("10 DIM P#(63)\n"
"20 FOR I# = 0 TO 62\n"
"30 P#(I#) = 255\n"
"40 NEXT I#\n"
"50 SPRSAV P#, 1\n"
"60 SPRSAV P#, 2\n"
"70 SPRITE 1, 1\n"
"80 SPRITE 2, 1\n"
"90 MOVSPR 1, 10, 10\n"
"100 MOVSPR 2, 34, 10\n", &mask));
TEST_REQUIRE_INT(mask, 0);
stop_runtime();
/* A hidden sprite is not in the world, whatever its coordinates say. */
PASS(errctx, mask_for("10 DIM P#(63)\n"
"20 FOR I# = 0 TO 62\n"
"30 P#(I#) = 255\n"
"40 NEXT I#\n"
"50 SPRSAV P#, 1\n"
"60 SPRSAV P#, 2\n"
"70 SPRITE 1, 1\n"
"80 SPRITE 2, 0\n"
"90 MOVSPR 1, 10, 10\n"
"100 MOVSPR 2, 10, 10\n", &mask));
TEST_REQUIRE_INT(mask, 0);
stop_runtime();
/*
* The x-expand bit doubles the box that collides, not just the one that
* draws. Sprite 1 unexpanded ends at x 33 and does not reach sprite 2 at 40;
* expanded it spans 48 and does.
*/
PASS(errctx, mask_for("10 DIM P#(63)\n"
"20 FOR I# = 0 TO 62\n"
"30 P#(I#) = 255\n"
"40 NEXT I#\n"
"50 SPRSAV P#, 1\n"
"60 SPRSAV P#, 2\n"
"70 SPRITE 1, 1, 1, 0, 1, 0\n"
"80 SPRITE 2, 1\n"
"90 MOVSPR 1, 10, 10\n"
"100 MOVSPR 2, 40, 10\n", &mask));
TEST_REQUIRE_INT(mask, 0x03);
stop_runtime();
SUCCEED_RETURN(errctx);
}
/**
* @brief A cross-shaped overlap is a collision, and it is the case to watch.
*
* A tall thin sprite crossing a short wide one overlaps without either
* rectangle containing a corner of the other. libakgl's akgl_collide_rectangles()
* is documented as answering "no" here -- a corner-containment test cannot see
* it -- which is why src/sprite_akgl.c does the four comparisons itself rather
* than calling it.
*
* So this assertion is the one that fails if collision is ever moved onto a
* corner-containment implementation, and it is worth having before rather than
* after such a move.
*/
static akerr_ErrorContext AKERR_NOIGNORE *test_collision_cross_shape(void)
{
PREPARE_ERROR(errctx);
uint16_t mask = 0;
/*
* SSHAPE captures a region at whatever size it is asked for, and a sprite
* made from one keeps that size -- which is the only way to get two sprites
* of different aspect, since a DATA pattern is always 24 by 21.
*
* Sprite 1 is about 6 wide and 40 tall at (30, 10), so it spans roughly
* x 30..36, y 10..50. Sprite 2 is about 40 wide and 6 tall at (10, 30), so
* roughly x 10..50, y 30..36. They cross in the middle, and **neither holds
* a corner of the other** -- which is the whole point.
*
* Nothing is drawn into either region first. Collision is by bounding box,
* so what a sprite's pixels contain does not enter into it; the only thing
* being borrowed from SSHAPE here is the size. That also keeps the margins
* wide enough that SSHAPE's inclusive-bound question cannot decide the
* answer either way.
*/
PASS(errctx, mask_for("10 GRAPHIC 1, 1\n"
"20 SSHAPE V$, 0, 0, 6, 40\n"
"30 SSHAPE H$, 0, 50, 40, 56\n"
"40 SPRSAV V$, 1\n"
"50 SPRSAV H$, 2\n"
"60 SPRITE 1, 1\n"
"70 SPRITE 2, 1\n"
"80 MOVSPR 1, 30, 10\n"
"90 MOVSPR 2, 10, 30\n", &mask));
TEST_REQUIRE_INT(mask, 0x03);
stop_runtime();
/*
* The two assertions that stop the one above from passing by accident.
*
* A cross is only a cross if the two sprites really are the long thin shapes
* this test believes they are, and nothing above proves that -- two 40x40
* blobs at the same coordinates would also report 0x03, for the ordinary
* reason, and the test would look like it was doing its job. So move each
* one clear along the axis it is *supposed* to be short on. A sprite that
* came out the wrong size stays overlapping and fails here.
*/
PASS(errctx, mask_for("10 GRAPHIC 1, 1\n"
"20 SSHAPE V$, 0, 0, 6, 40\n"
"30 SSHAPE H$, 0, 50, 40, 56\n"
"40 SPRSAV V$, 1\n"
"50 SPRSAV H$, 2\n"
"60 SPRITE 1, 1\n"
"70 SPRITE 2, 1\n"
"80 MOVSPR 1, 30, 10\n"
"90 MOVSPR 2, 10, 60\n", &mask));
TEST_REQUIRE_INT(mask, 0);
stop_runtime();
PASS(errctx, mask_for("10 GRAPHIC 1, 1\n"
"20 SSHAPE V$, 0, 0, 6, 40\n"
"30 SSHAPE H$, 0, 50, 40, 56\n"
"40 SPRSAV V$, 1\n"
"50 SPRSAV H$, 2\n"
"60 SPRITE 1, 1\n"
"70 SPRITE 2, 1\n"
"80 MOVSPR 1, 60, 10\n"
"90 MOVSPR 2, 10, 30\n", &mask));
TEST_REQUIRE_INT(mask, 0);
stop_runtime();
SUCCEED_RETURN(errctx);
}
/** @brief The 24x21 pattern program the shape cases share, with @p tail appended. */
static akerr_ErrorContext AKERR_NOIGNORE *two_sprites(const char *tail, uint16_t *dest)
{
PREPARE_ERROR(errctx);
char source[2048];
snprintf(source, sizeof(source),
"10 DIM P#(63)\n"
"20 FOR I# = 0 TO 62\n"
"30 P#(I#) = 255\n"
"40 NEXT I#\n"
"50 SPRSAV P#, 1\n"
"60 SPRSAV P#, 2\n"
"70 SPRITE 1, 1\n"
"80 SPRITE 2, 1\n"
"%s", tail);
PASS(errctx, mask_for(source, dest));
SUCCEED_RETURN(errctx);
}
/**
* @brief SPRHIT narrows what a sprite collides with, and the default is the frame.
*
* The first case is the one that matters most and the reason this whole change
* could be made at all: **a program that never says SPRHIT must behave exactly as
* it did.** Everything else here is new surface; that one is a promise.
*/
static akerr_ErrorContext AKERR_NOIGNORE *test_sprite_shapes(void)
{
PREPARE_ERROR(errctx);
uint16_t mask = 0;
/* Two 24x21 frames, ten pixels apart: overlapping, as they always were. */
PASS(errctx, two_sprites("90 MOVSPR 1, 10, 10\n"
"100 MOVSPR 2, 20, 20\n", &mask));
TEST_REQUIRE_INT(mask, 0x03);
stop_runtime();
/*
* A box in the top-left corner of sprite 1 only, four pixels square. Sprite
* 2's frame starts at 20 and the shape ends at 14, so they no longer meet --
* with both sprites in exactly the places the case above had them.
*/
PASS(errctx, two_sprites("85 SPRHIT 1, 1, 0, 0, 4, 4\n"
"90 MOVSPR 1, 10, 10\n"
"100 MOVSPR 2, 20, 20\n", &mask));
TEST_REQUIRE_INT(mask, 0);
stop_runtime();
/* And the shape is offset from the sprite, so moving the sprite moves it. */
PASS(errctx, two_sprites("85 SPRHIT 1, 1, 0, 0, 4, 4\n"
"90 MOVSPR 1, 18, 18\n"
"100 MOVSPR 2, 20, 20\n", &mask));
TEST_REQUIRE_INT(mask, 0x03);
stop_runtime();
/* Kind 0 takes a sprite out of collision while leaving it on the screen. */
PASS(errctx, two_sprites("85 SPRHIT 1, 0\n"
"90 MOVSPR 1, 10, 10\n"
"100 MOVSPR 2, 10, 10\n", &mask));
TEST_REQUIRE_INT(mask, 0);
stop_runtime();
/*
* A circle is inscribed in the frame, so two frames touching at their
* corners -- which is the false positive docs/08-sprites.md ships a figure
* of -- stop colliding when both become circles. This is the case that
* figure exists to complain about.
*/
PASS(errctx, two_sprites("90 MOVSPR 1, 0, 0\n"
"100 MOVSPR 2, 23, 20\n", &mask));
TEST_REQUIRE_INT(mask, 0x03);
stop_runtime();
PASS(errctx, two_sprites("85 SPRHIT 1, 2\n"
"86 SPRHIT 2, 2\n"
"90 MOVSPR 1, 0, 0\n"
"100 MOVSPR 2, 23, 20\n", &mask));
TEST_REQUIRE_INT(mask, 0);
stop_runtime();
SUCCEED_RETURN(errctx);
}
/** @brief Run a program and report the static-geometry mask. */
static akerr_ErrorContext AKERR_NOIGNORE *solidmask_for(const char *source, uint16_t *dest)
{
PREPARE_ERROR(errctx);
PASS(errctx, start_runtime(source));
TEST_REQUIRE_STR(OUTPUT, "");
PASS(errctx, SPRITES.solids(&SPRITES, dest));
SUCCEED_RETURN(errctx);
}
/**
* @brief SOLID puts a collidable rectangle on the field without spending a sprite.
*
* This is the point of the whole exercise. A brick is not a sprite -- there are
* eight and a wall wants sixty -- so until now a program could only collide with
* one by doing the arithmetic itself against its own array. Now it registers a
* rectangle and the interpreter answers.
*/
static akerr_ErrorContext AKERR_NOIGNORE *test_static_geometry(void)
{
PREPARE_ERROR(errctx);
uint16_t mask = 0;
/* A 24x21 sprite at (100, 100) squarely inside a rectangle. */
PASS(errctx, solidmask_for("10 DIM P#(63)\n"
"20 FOR I# = 0 TO 62\n"
"30 P#(I#) = 255\n"
"40 NEXT I#\n"
"50 SPRSAV P#, 1\n"
"60 SPRITE 1, 1\n"
"70 SOLID 7, 90, 90, 140, 140\n"
"80 MOVSPR 1, 100, 100\n", &mask));
TEST_REQUIRE_INT(mask, 0x01);
stop_runtime();
/* Moved clear of it, nothing. */
PASS(errctx, solidmask_for("10 DIM P#(63)\n"
"20 FOR I# = 0 TO 62\n"
"30 P#(I#) = 255\n"
"40 NEXT I#\n"
"50 SPRSAV P#, 1\n"
"60 SPRITE 1, 1\n"
"70 SOLID 7, 90, 90, 140, 140\n"
"80 MOVSPR 1, 200, 200\n", &mask));
TEST_REQUIRE_INT(mask, 0);
stop_runtime();
/*
* Retired, and the sprite has not moved. This is the assertion that catches
* a proxy released without its registration going with it -- the shape would
* still be found and the mask would still come back set.
*/
PASS(errctx, solidmask_for("10 DIM P#(63)\n"
"20 FOR I# = 0 TO 62\n"
"30 P#(I#) = 255\n"
"40 NEXT I#\n"
"50 SPRSAV P#, 1\n"
"60 SPRITE 1, 1\n"
"70 SOLID 7, 90, 90, 140, 140\n"
"80 MOVSPR 1, 100, 100\n"
"90 SOLID 7\n", &mask));
TEST_REQUIRE_INT(mask, 0);
stop_runtime();
/*
* A full wall registered, walked into, and cleared -- sixty-four of them, so
* the proxy budget is exercised at its ceiling and the pool has to come back
* intact afterwards or the next case fails.
*/
PASS(errctx, solidmask_for("10 DIM P#(63)\n"
"20 FOR I# = 0 TO 62\n"
"30 P#(I#) = 255\n"
"40 NEXT I#\n"
"50 SPRSAV P#, 1\n"
"60 SPRITE 1, 1\n"
"70 FOR I# = 1 TO 64\n"
"80 X# = I# * 30\n"
"90 SOLID I#, X#, 0, X# + 20, 20\n"
"100 NEXT I#\n"
"110 MOVSPR 1, 300, 5\n", &mask));
TEST_REQUIRE_INT(mask, 0x01);
stop_runtime();
/* And the sixty-fifth is refused by name rather than exhausting the pool. */
PASS(errctx, start_runtime("10 SOLID 65, 0, 0, 10, 10\n"));
TEST_REQUIRE(strstr(OUTPUT, "outside 1..64") != NULL,
"SOLID 65 should be refused, got \"%s\"", OUTPUT);
stop_runtime();
SUCCEED_RETURN(errctx);
}
/**
* @brief A drawing survives the frame it was made in, and the next one.
*
* The defect this closes, quoted from TODO.md section 9 item 3: "in the
* standalone SDL build, nothing the graphics verbs draw can be seen unless the
* program shrinks the text area first." The verbs are immediate and go to the
* back buffer, SDL double-buffers, and the frontend never clears -- so a picture
* lasted exactly one frame and the only way to keep one was to capture it with
* SSHAPE and install it as a sprite.
*
* **The second half is the assertion that matters.** Anything can put a pixel on
* the target once. Compositing the layer a second time, with the program having
* drawn nothing in between, is what says the picture is *kept* rather than
* merely issued.
*/
static akerr_ErrorContext AKERR_NOIGNORE *test_drawing_layer_persists(void)
{
PREPARE_ERROR(errctx);
SDL_Surface *shot = NULL;
PASS(errctx, clear_target());
/*
* The frontend's order exactly, and it has to be: devices up once, then
* frames. start_runtime() cannot be used here because it re-initializes the
* graphics backend, which zeroes the layer pointer -- and a test that called
* begin() first would then read its assertion back off a render target that
* happened to still be the orphaned layer, and pass while proving nothing.
*/
memset(OUTPUT, 0, sizeof(OUTPUT));
OUT = fmemopen(OUTPUT, sizeof(OUTPUT), "w");
FAIL_ZERO_RETURN(errctx, (OUT != NULL), AKERR_IO, "could not open the output buffer");
setvbuf(OUT, NULL, _IONBF, 0);
PASS(errctx, akbasic_sink_init_stdio(&SINK, &SINKSTATE, OUT, NULL));
PASS(errctx, akbasic_runtime_init(&RUNTIME, &SINK));
PASS(errctx, akbasic_graphics_init_akgl(&GRAPHICS, &GRAPHICSSTATE, akgl_renderer));
PASS(errctx, akbasic_runtime_set_devices(&RUNTIME, &GRAPHICS, NULL, NULL, NULL));
PASS(errctx, akbasic_runtime_load(&RUNTIME, "10 COLOR 1, 3\n20 DRAW 1, 40, 40\n"));
PASS(errctx, akbasic_runtime_start(&RUNTIME, AKBASIC_MODE_RUN));
/* Frame one: steps run with the layer current, then it is composited. */
PASS(errctx, akbasic_graphics_akgl_begin(&GRAPHICS));
PASS(errctx, akbasic_runtime_run(&RUNTIME, 0));
PASS(errctx, akbasic_graphics_akgl_end(&GRAPHICS));
TEST_REQUIRE_STR(OUTPUT, "");
PASS(errctx, akbasic_graphics_akgl_render(&GRAPHICS));
shot = SDL_RenderReadPixels(akgl_renderer->sdl_renderer, NULL);
TEST_REQUIRE(shot != NULL, "could not read the render target back");
TEST_REQUIRE(pixel_is(shot, 40, 40, 0x88, 0x39, 0x32),
"the drawing should have reached the frame through the layer");
SDL_DestroySurface(shot);
/*
* **Frame two is the assertion that matters.** Anything can put a pixel on
* the target once. Wiping the frame the way a present does, running no
* program at all, and compositing again is what says the picture is *kept*
* rather than merely issued -- which is the whole of TODO.md section 9
* item 3.
*/
PASS(errctx, clear_target());
shot = SDL_RenderReadPixels(akgl_renderer->sdl_renderer, NULL);
TEST_REQUIRE(shot != NULL, "could not read the render target back");
TEST_REQUIRE(!pixel_is(shot, 40, 40, 0x88, 0x39, 0x32),
"the clear should have wiped the frame, or the next assertion proves nothing");
SDL_DestroySurface(shot);
PASS(errctx, akbasic_graphics_akgl_render(&GRAPHICS));
shot = SDL_RenderReadPixels(akgl_renderer->sdl_renderer, NULL);
TEST_REQUIRE(shot != NULL, "could not read the render target back");
TEST_REQUIRE(pixel_is(shot, 40, 40, 0x88, 0x39, 0x32),
"the drawing should still be there a frame later without being redrawn");
SDL_DestroySurface(shot);
/*
* **And transparent where nothing was drawn.** The layer covers the whole
* window and composites *under* the text and the sprites, so an opaque one
* would black out the frame the moment a program issued a single DRAW. Wipe
* to a colour that is not black, composite, and the untouched pixel has to
* still be that colour -- against black this assertion could not tell an
* opaque layer from a transparent one.
*/
FAIL_ZERO_RETURN(errctx,
SDL_SetRenderDrawColor(akgl_renderer->sdl_renderer, 0x11, 0x22, 0x33, 0xff),
AKGL_ERR_SDL, "%s", SDL_GetError());
FAIL_ZERO_RETURN(errctx, SDL_RenderClear(akgl_renderer->sdl_renderer),
AKGL_ERR_SDL, "%s", SDL_GetError());
PASS(errctx, akbasic_graphics_akgl_render(&GRAPHICS));
shot = SDL_RenderReadPixels(akgl_renderer->sdl_renderer, NULL);
TEST_REQUIRE(shot != NULL, "could not read the render target back");
TEST_REQUIRE(pixel_is(shot, 100, 100, 0x11, 0x22, 0x33),
"the layer should be transparent where nothing was drawn");
TEST_REQUIRE(pixel_is(shot, 40, 40, 0x88, 0x39, 0x32),
"and still opaque where something was");
SDL_DestroySurface(shot);
/*
* **And the two halves together are what makes a drawing usable.**
*
* The text layer repaints every row it owns, opaque, every frame -- for the
* reason akbasic_sink_akgl_render() gives at length -- and by default it
* owns the whole window, so a drawing composited underneath is covered.
* `WINDOW` shrinks it, and that half was already fixed. What was missing was
* persistence: a program could uncover the drawing and then had nothing to
* put there, because the picture was gone by the next frame.
*
* So: shrink the text area to two rows, render the text layer over the
* composited drawing, and check that a pixel below the text area survived.
*/
PASS(errctx, akbasic_sink_init_akgl(&AKGLSINK, &AKGLSINKSTATE, akgl_renderer, font,
TARGET_SIZE, TARGET_SIZE));
TEST_REQUIRE_OK(AKGLSINK.window(&AKGLSINK, 0, 0, 15, 1));
PASS(errctx, clear_target());
PASS(errctx, akbasic_graphics_akgl_render(&GRAPHICS));
PASS(errctx, akbasic_sink_akgl_render(&AKGLSINK));
shot = SDL_RenderReadPixels(akgl_renderer->sdl_renderer, NULL);
TEST_REQUIRE(shot != NULL, "could not read the render target back");
TEST_REQUIRE(pixel_is(shot, 40, 40, 0x88, 0x39, 0x32),
"with the text area shrunk, the drawing below it should survive the frame");
SDL_DestroySurface(shot);
stop_runtime();
SUCCEED_RETURN(errctx);
}
/**
* @brief The contact says which way to push out and how far.
*
* The reason for going through libakgl's narrowphase at all. Four comparisons
* can say *that* two things overlap; only a narrowphase can say by how much and
* in which direction, and that is what a game needs to reverse a ball or stop a
* player at a wall.
*
* **The normal's sign is the assertion worth having.** It points out of the other
* shape and toward this one, so a program moves along it by the depth and is
* clear. Getting it backwards is the classic mistake and nothing else here would
* notice.
*/
static akerr_ErrorContext AKERR_NOIGNORE *test_contact_geometry(void)
{
PREPARE_ERROR(errctx);
akbasic_Contact contact;
uint16_t mask = 0;
bool found = false;
/*
* A 24x21 sprite at (100, 100), and a wall whose left edge is at 118. They
* overlap by six pixels along x and by far more along y, so the minimum
* translation axis is x and the sprite has to move left to clear it.
*/
PASS(errctx, solidmask_for("10 DIM P#(63)\n"
"20 FOR I# = 0 TO 62\n"
"30 P#(I#) = 255\n"
"40 NEXT I#\n"
"50 SPRSAV P#, 1\n"
"60 SPRITE 1, 1\n"
"70 SOLID 3, 118, 0, 300, 300\n"
"80 MOVSPR 1, 100, 100\n", &mask));
TEST_REQUIRE_INT(mask, 0x01);
memset(&contact, 0, sizeof(contact));
PASS(errctx, SPRITES.contact(&SPRITES, 1, &contact, &found));
TEST_REQUIRE(found, "sprite 1 overlapped a wall, so it should have a contact");
TEST_REQUIRE_INT(contact.what, 2);
TEST_REQUIRE_INT(contact.other, 3);
TEST_REQUIRE_INT(contact.axis, 1);
/* Six pixels of overlap: 100 + 24 = 124, less the wall's 118. */
TEST_REQUIRE(contact.depth > 5.5 && contact.depth < 6.5,
"the overlap is six pixels, got %f", contact.depth);
/* Out of the wall and toward the sprite is leftward, so negative x. */
TEST_REQUIRE(contact.nx < -0.5,
"the normal should point away from the wall, got (%f, %f)",
contact.nx, contact.ny);
stop_runtime();
/* The same overlap from above: the axis becomes y and the normal flips. */
PASS(errctx, solidmask_for("10 DIM P#(63)\n"
"20 FOR I# = 0 TO 62\n"
"30 P#(I#) = 255\n"
"40 NEXT I#\n"
"50 SPRSAV P#, 1\n"
"60 SPRITE 1, 1\n"
"70 SOLID 3, 0, 118, 300, 300\n"
"80 MOVSPR 1, 100, 100\n", &mask));
TEST_REQUIRE_INT(mask, 0x01);
memset(&contact, 0, sizeof(contact));
PASS(errctx, SPRITES.contact(&SPRITES, 1, &contact, &found));
TEST_REQUIRE(found, "sprite 1 should have a contact");
TEST_REQUIRE_INT(contact.axis, 2);
TEST_REQUIRE(contact.ny < -0.5,
"the normal should point up out of the wall, got (%f, %f)",
contact.nx, contact.ny);
stop_runtime();
/*
* Sprite against sprite, and **both** get a contact pointing the way *they*
* have to move. Sharing one normal would tell both to go the same direction,
* which is how two things end up stuck inside each other.
*/
PASS(errctx, two_sprites("90 MOVSPR 1, 100, 100\n"
"100 MOVSPR 2, 118, 100\n", &mask));
TEST_REQUIRE_INT(mask, 0x03);
memset(&contact, 0, sizeof(contact));
PASS(errctx, SPRITES.contact(&SPRITES, 1, &contact, &found));
TEST_REQUIRE(found, "sprite 1 should have a contact");
TEST_REQUIRE_INT(contact.what, 1);
TEST_REQUIRE_INT(contact.other, 2);
TEST_REQUIRE(contact.nx < -0.5, "sprite 1 is on the left, so it moves left");
memset(&contact, 0, sizeof(contact));
PASS(errctx, SPRITES.contact(&SPRITES, 2, &contact, &found));
TEST_REQUIRE(found, "sprite 2 should have a contact too");
TEST_REQUIRE_INT(contact.other, 1);
TEST_REQUIRE(contact.nx > 0.5, "sprite 2 is on the right, so it moves right");
stop_runtime();
SUCCEED_RETURN(errctx);
}
int main(void)
{
PREPARE_ERROR(errctx);
SDL_SetHint(SDL_HINT_VIDEO_DRIVER, "dummy");
SDL_SetHint(SDL_HINT_AUDIO_DRIVER, "dummy");
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "software");
ATTEMPT {
CATCH(errctx, akgl_error_init());
akgl_renderer = &akgl_default_renderer;
FAIL_ZERO_BREAK(errctx, SDL_Init(SDL_INIT_VIDEO), AKGL_ERR_SDL,
"Couldn't initialize SDL: %s", SDL_GetError());
FAIL_ZERO_BREAK(errctx, TTF_Init(), AKGL_ERR_SDL,
"Couldn't initialize SDL_ttf: %s", SDL_GetError());
FAIL_ZERO_BREAK(errctx,
SDL_CreateWindowAndRenderer("net/aklabs/akbasic/test_akgl_backends",
TARGET_SIZE, TARGET_SIZE, 0,
&akgl_window, &akgl_renderer->sdl_renderer),
AKGL_ERR_SDL, "Couldn't create window/renderer: %s", SDL_GetError());
/*
* Bind the 2D methods. akgl_text_rendertextat() reaches through
* akgl_renderer->draw_texture and an SDL_Renderer alone does not fill that in;
* deps/libakgl/tests/draw.c gets away without it because the draw
* primitives take the SDL_Renderer directly. These six pointers were
* assigned by hand here until libakgl 0.3.0 split the bind half out of the
* init half -- API-gap item 7, filed from this file. Both were renamed in
* 0.5.0, from akgl_render_bind2d and akgl_render_init2d.
*/
CATCH(errctx, akgl_render_2d_bind(akgl_renderer));
/*
* The three things akgl_game_init() would have done and this file, being
* a host that deliberately never calls it, has to do itself: the object
* pools, the name registries, and a camera for akgl_actor_render() to
* dereference. src/frontend_akgl.c does the same, and says why at length.
*/
CATCH(errctx, akgl_heap_init());
CATCH(errctx, akgl_registry_init());
akgl_camera = &akgl_default_camera;
akgl_camera->x = 0.0f;
akgl_camera->y = 0.0f;
akgl_camera->w = (float)TARGET_SIZE;
akgl_camera->h = (float)TARGET_SIZE;
/*
* libakgl's own monospaced fixture, borrowed rather than copied. Being
* monospaced is what makes a character grid meaningful to assert on.
*/
font = TTF_OpenFont(AKBASIC_TEST_FONT, 12);
FAIL_ZERO_BREAK(errctx, font, AKGL_ERR_SDL,
"Couldn't open %s: %s", AKBASIC_TEST_FONT, SDL_GetError());
CATCH(errctx, test_draw_reaches_pixels());
CATCH(errctx, test_size_is_the_renderer());
CATCH(errctx, test_box_outlines());
CATCH(errctx, test_paint_fills_region());
CATCH(errctx, test_shape_roundtrip());
CATCH(errctx, test_sink_grid_and_wrap());
CATCH(errctx, test_sink_writes_past_a_short_row());
CATCH(errctx, test_sink_renders());
CATCH(errctx, test_input_backend());
CATCH(errctx, test_ui_backend());
CATCH(errctx, test_sprite_from_file());
CATCH(errctx, test_sprite_from_pattern());
CATCH(errctx, test_sprite_from_shape());
CATCH(errctx, test_collision_pairs());
CATCH(errctx, test_collision_cross_shape());
CATCH(errctx, test_sprite_shapes());
CATCH(errctx, test_static_geometry());
CATCH(errctx, test_contact_geometry());
CATCH(errctx, test_drawing_layer_persists());
} CLEANUP {
if ( font != NULL ) {
TTF_CloseFont(font);
}
TTF_Quit();
SDL_Quit();
} PROCESS(errctx) {
} HANDLE_DEFAULT(errctx) {
LOG_ERROR_WITH_MESSAGE(errctx, "akgl backend test failed");
akbasic_test_failures += 1;
/*
* FINISH_NORETURN rather than FINISH, matching src/main.c: FINISH
* expands a `return __err_context` that this int-returning function
* cannot compile even when the branch is unreachable. HANDLE_DEFAULT
* above has already marked the context handled, so nothing aborts.
*/
} FINISH_NORETURN(errctx);
return akbasic_test_failures;
}