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akbasic/tests/akgl_backends.c
Andrew Kesterson f005b88980
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Let a program say what part of a sprite collides
`SPRHIT n, kind [,x1, y1, x2, y2]` gives a sprite a collision shape: a box, a
circle inscribed in it, or a capsule. `RSPHIT(n, f)` reads it back in SPRHIT's
own argument order, the way RSPRITE and RSPPOS already do, and needs no device
because it answers from interpreter state.

The rectangle is two corners measured from the sprite's top-left, in device
pixels -- the same `x1, y1, x2, y2` that `BOX` and `SSHAPE` take. A dialect with
two spellings for a rectangle is one nobody can write from memory. Omit it and
the shape fits whatever the picture turned out to be, which is what a sprite
loaded from a file needs: `SPRSAV "ship.png", 1` takes the image's own size and
the program never learns what that was.

**A sprite nobody has shaped collides with its whole frame, expansion bits
included, exactly as before.** That is a promise rather than a convenience, and
it has its own test: the same two sprites in the same two places, once with no
SPRHIT and once with a four-pixel box, reporting a collision and then not.

Named SPRHIT rather than SPRSHAPE because "shape" already means "a region SSHAPE
saved" in this dialect, in this very chapter -- `SPRSAV A$, 1` takes one -- and a
reader who typed `SPRSHAPE A$, 1` would have had every reason to. Both names, and
RSPHIT, were grepped against every label in docs/, examples/ and both corpora
first: a bare word is a label here, so a verb and a label share one namespace and
taking a name a checked-in listing already uses would break it silently.

`SPRHIT n, 0` takes a sprite out of collision while leaving it on the screen --
the ghost, the flashing invulnerable player, the pickup already taken. Hiding it
with `SPRITE n, 0` stops it colliding too, and is what you want when it should
not be seen either.

The circle answers the complaint chapter 8 already ships a figure of. That figure
shows two discs whose *boxes* touch at a corner while the artwork is nowhere
near, and `BUMP(1)` reporting a collision; two `SPRHIT n, 2` and it stops. The
test asserts both halves so the figure's caption stays true.

`tests/verbs_table.c` caught RSPHIT filed after RSPPOS rather than before it,
which is the sorted-table test doing exactly the job it exists for.

Docs: a new section in chapter 8, rows in the verb and function references in
alphabetical order, and chapter 13's "collision is by bounding box" becomes
"collision is by shape" with the addition named. 111 with akgl, 110 without, and
the artwork breakout still runs clean.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL
2026-08-02 10:01:33 -04:00

936 lines
35 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 "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_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);
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 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);
}
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_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());
} 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;
}