Files
libakgl/tests/character.c

217 lines
8.0 KiB
C

#include <SDL3/SDL.h>
#include <akerror.h>
#include <sdl3game/character.h>
#include <sdl3game/actor.h>
#include <sdl3game/error.h>
#include <sdl3game/heap.h>
#include <sdl3game/registry.h>
#include <sdl3game/iterator.h>
SDL_Window *window;
SDL_Renderer *renderer;
akerr_ErrorContext *test_akgl_character_initialize()
{
PREPARE_ERROR(errctx);
akgl_Character *testchar = NULL;
ATTEMPT {
CATCH(errctx, akgl_heap_next_character(&testchar));
CATCH(errctx, akgl_character_initialize(testchar, "testchar"));
FAIL_ZERO_BREAK(
errctx,
SDL_GetPointerProperty(AKGL_REGISTRY_CHARACTER, "testchar", NULL),
AKERR_KEY,
"Character was not placed in the registry");
FAIL_NONZERO_BREAK(
errctx,
strcmp((char *)&testchar->name, "testchar"),
AKERR_VALUE,
"Character was not named properly ('testchar' vs '%s')",
(char *)&testchar->name);
FAIL_ZERO_BREAK(
errctx,
testchar->state_sprites,
AKERR_NULLPOINTER,
"Character state sprites map was not initialized");
} CLEANUP {
IGNORE(akgl_heap_release_character(testchar));
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_character_sprite_mgmt()
{
akgl_Character *testchar = NULL;
akgl_Sprite *testsprite = NULL;
akgl_Sprite *testsprite2 = NULL;
akgl_Sprite *comparesprite = NULL;
PREPARE_ERROR(errctx);
ATTEMPT {
CATCH(errctx, akgl_heap_next_character(&testchar));
CATCH(errctx, akgl_sprite_load_json("assets/testsprite.json"));
testsprite = SDL_GetPointerProperty(AKGL_REGISTRY_SPRITE, "testsprite", NULL);
FAIL_ZERO_BREAK(
errctx,
testsprite,
AKERR_KEY,
"Sprite loaded from json but not in registry");
CATCH(errctx, akgl_sprite_load_json("assets/testsprite2.json"));
testsprite2 = SDL_GetPointerProperty(AKGL_REGISTRY_SPRITE, "testsprite2", NULL);
FAIL_ZERO_BREAK(
errctx,
testsprite2,
AKERR_KEY,
"Sprite 2 loaded from json but not in registry");
CATCH(errctx, testchar->sprite_add(testchar, testsprite, AKGL_ACTOR_STATE_ALIVE));
CATCH(errctx, testchar->sprite_add(testchar, testsprite2, AKGL_ACTOR_STATE_DEAD));
CATCH(errctx, testchar->sprite_get(testchar, (AKGL_ACTOR_STATE_ALIVE), &comparesprite));
FAIL_ZERO_BREAK(errctx, (comparesprite == testsprite), AKERR_VALUE, "Wrong sprite for state AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_LEFT");
CATCH(errctx, testchar->sprite_get(testchar, AKGL_ACTOR_STATE_DEAD, &comparesprite));
FAIL_ZERO_BREAK(errctx, (comparesprite == testsprite2), AKERR_VALUE, "Wrong sprite for state AKGL_ACTOR_STATE_DEAD");
} CLEANUP {
IGNORE(akgl_heap_release_sprite(testsprite));
IGNORE(akgl_heap_release_sprite(testsprite2));
IGNORE(akgl_heap_release_character(testchar));
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_character_iterate_state_sprites()
{
akgl_Character *testchar = NULL;
akgl_Sprite *testsprite = NULL;
akgl_Sprite *testsprite2 = NULL;
akgl_Iterator opflags = {.flags = AKGL_ITERATOR_OP_RELEASE, .layerid = 0};
PREPARE_ERROR(errctx);
ATTEMPT {
CATCH(errctx, akgl_heap_next_character(&testchar));
CATCH(errctx, akgl_sprite_load_json("assets/testsprite.json"));
testsprite = SDL_GetPointerProperty(AKGL_REGISTRY_SPRITE, "testsprite", NULL);
FAIL_ZERO_BREAK(
errctx,
testsprite,
AKERR_KEY,
"Sprite loaded from json but not in registry");
CATCH(errctx, akgl_sprite_load_json("assets/testsprite2.json"));
testsprite2 = SDL_GetPointerProperty(AKGL_REGISTRY_SPRITE, "testsprite2", NULL);
FAIL_ZERO_BREAK(
errctx,
testsprite2,
AKERR_KEY,
"Sprite 2 loaded from json but not in registry");
CATCH(errctx, testchar->sprite_add(testchar, testsprite, AKGL_ACTOR_STATE_ALIVE));
CATCH(errctx, testchar->sprite_add(testchar, testsprite2, AKGL_ACTOR_STATE_DEAD));
SDL_EnumerateProperties(testchar->state_sprites, &akgl_character_state_sprites_iterate, &opflags);
// This is called by akgl_heap_release_character so we should assume that our property map is being
// deleted soon after this. So we don't care if the sprites have been deleted from the sprite_states.
// We just want to know they've been released.
FAIL_NONZERO_BREAK(
errctx,
(testsprite->refcount > 1),
AKERR_VALUE,
"akgl_heap_release_sprite not called for testsprite from iterator");
FAIL_NONZERO_BREAK(
errctx,
(testsprite2->refcount > 1),
AKERR_VALUE,
"akgl_heap_release_sprite not called for testsprite from iterator");
} CLEANUP {
IGNORE(akgl_heap_release_sprite(testsprite));
IGNORE(akgl_heap_release_sprite(testsprite2));
IGNORE(akgl_heap_release_character(testchar));
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_akgl_character_load_json()
{
akgl_Character *testcharacter = NULL;
akgl_Sprite *testsprite = NULL;
akgl_Sprite *testsprite2 = NULL;
akgl_Sprite *comparesprite = NULL;
int tsrc = 0;
int tsrc2 = 0;
PREPARE_ERROR(errctx);
ATTEMPT {
CATCH(errctx, akgl_heap_next_character(&testcharacter));
CATCH(errctx, akgl_sprite_load_json("assets/testsprite.json"));
testsprite = SDL_GetPointerProperty(AKGL_REGISTRY_SPRITE, "testsprite", NULL);
FAIL_ZERO_BREAK(
errctx,
testsprite,
AKERR_KEY,
"Sprite loaded from json but not in registry");
CATCH(errctx, akgl_sprite_load_json("assets/testsprite2.json"));
testsprite2 = SDL_GetPointerProperty(AKGL_REGISTRY_SPRITE, "testsprite2", NULL);
FAIL_ZERO_BREAK(
errctx,
testsprite2,
AKERR_KEY,
"Sprite 2 loaded from json but not in registry");
CATCH(errctx, akgl_character_load_json("assets/testcharacter.json"));
testcharacter = SDL_GetPointerProperty(AKGL_REGISTRY_CHARACTER, "testcharacter", NULL);
FAIL_ZERO_BREAK(
errctx,
testcharacter,
AKERR_KEY,
"Character loaded from json but not in registry");
CATCH(errctx, testcharacter->sprite_get(testcharacter, (AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_LEFT), &comparesprite));
FAIL_ZERO_BREAK(errctx, (comparesprite == testsprite), AKERR_VALUE, "Wrong sprite for state AKGL_ACTOR_STATE_ALIVE");
CATCH(errctx, testcharacter->sprite_get(testcharacter, AKGL_ACTOR_STATE_DEAD, &comparesprite));
FAIL_ZERO_BREAK(errctx, (comparesprite == testsprite2), AKERR_VALUE, "Wrong sprite for state AKGL_ACTOR_STATE_DEAD");
FAIL_ZERO_BREAK(errctx, (testcharacter->vx != 0.200000003), AKERR_VALUE, "Wrong X velocity for test character");
FAIL_ZERO_BREAK(errctx, (testcharacter->vy != 0.200000003), AKERR_VALUE, "Wrong Y velocity for test character");
// Release our handles on the sprites so the character's heap_release can reduce them to 0
CATCH(errctx, akgl_heap_release_sprite(testsprite));
CATCH(errctx, akgl_heap_release_sprite(testsprite2));
tsrc = testsprite->refcount;
tsrc2 = testsprite2->refcount;
CATCH(errctx, akgl_heap_release_character(testcharacter));
FAIL_ZERO_BREAK(
errctx,
((testsprite->refcount < tsrc) || (testsprite2->refcount < tsrc2)),
AKERR_VALUE,
"character did not reduce reference count of its child sprites when released");
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
int main(void)
{
PREPARE_ERROR(errctx);
ATTEMPT {
SDL_SetAppMetadata("SDL3-GameTest", "0.1", "net.aklabs.sdl3-gametest");
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO )) {
FAIL_BREAK(errctx, AKGL_ERR_SDL, "Couldn't initialize SDL: %s", SDL_GetError());
}
if (!SDL_CreateWindowAndRenderer("net/aklabs/libsdl3game/test_character", 640, 480, SDL_WINDOW_HIDDEN, &window, &renderer)) {
FAIL_BREAK(errctx, AKGL_ERR_SDL, "Couldn't create window/renderer: %s", SDL_GetError());
}
CATCH(errctx, akgl_heap_init());
CATCH(errctx, akgl_registry_init());
CATCH(errctx, test_akgl_character_initialize());
CATCH(errctx, test_character_sprite_mgmt());
CATCH(errctx, test_character_iterate_state_sprites());
CATCH(errctx, test_akgl_character_load_json());
} CLEANUP {
} PROCESS(errctx) {
} FINISH_NORETURN(errctx);
return 0;
}