Closes internal-consistency items 1 through 6, 12 and 13. Every include guard is _AKGL_<FILE>_H_, every in-project header include is angled, and every exported function, type and global carries the akgl_ prefix. This is an ABI break; the soname goes to libakgl.so.0.5. TODO.md carries the full rename table. The renames were driven by renaming each declaration and letting the compiler find the uses, not by pattern substitution: renderer, physics and camera are also parameter and struct-member names, and a sed would have rewritten map->physics and every akgl_RenderBackend *renderer parameter without a word. Item 4 turned out not to be cosmetic. The library exported a global called renderer and tests/character.c defined an SDL_Renderer *renderer of its own; the executable's definition preempted the library's, akgl_sprite_load_json read a SDL_Renderer * through an akgl_RenderBackend *, and every texture load in that suite failed. The suite reported success anyway, because libakerror's unhandled-error handler ends in exit(errctx->status), exit keeps only the low byte, and AKGL_ERR_SDL is exactly 256. So character had been green while running one of its four tests, and every suite in the tree was unable to fail on the most common status in a library built on SDL. Both are fixed. tests/testutil.h gains TEST_TRAP_UNHANDLED_ERRORS(), which collapses any status a byte cannot carry onto 1, and every suite installs it. character binds a real backend with akgl_render_2d_bind. Its fourth test then runs for the first time and fails on a defect it has asserted all along, so akgl_heap_release_character now walks state_sprites with AKGL_ITERATOR_OP_RELEASE and destroys the property set before zeroing the slot -- TODO.md Defects item 21 and half of Carried over item 1. AKGL_TIME_ONESEC_MS said "one second in milliseconds" and held 1000000, so akgl_game_state_lock waited roughly sixteen minutes rather than one second. It is AKGL_TIME_ONEMS_NS now, the budget is its own named constant, and tests/game.c holds the mutex from a second thread to assert the wait -- the contended path had no coverage at all. Headers are self-contained and it is enforced: AKGL_PUBLIC_HEADERS drives both install() and a generated translation unit per header, so a header that ships is a header that is checked. Writing that found registry.h, which used SDL_PropertiesID in eight declarations and included no SDL header. 23/23 suites pass, memcheck is clean, reindent --check is clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
934 lines
36 KiB
C
934 lines
36 KiB
C
#define UNHANDLED_ERROR_TERMINATION_BEHAVIOR \
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handle_unhandled_error(errctx);
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#include <akerror.h>
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#include <akgl/error.h>
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#define UNHANDLED_ERROR_EXIT 0
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#define UNHANDLED_ERROR_SET 1
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#include <SDL3/SDL.h>
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#include <stdlib.h>
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#include <akgl/iterator.h>
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#include <akgl/registry.h>
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#include <akgl/actor.h>
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#include <akgl/character.h>
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#include <akgl/sprite.h>
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#include <akgl/game.h>
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#include <akgl/heap.h>
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#include "testutil.h"
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int UNHANDLED_ERROR_BEHAVIOR;
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akerr_ErrorContext *unhandled_error_context;
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void handle_unhandled_error_noexit(akerr_ErrorContext *errctx)
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{
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if ( errctx == NULL ) {
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return;
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}
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if ( UNHANDLED_ERROR_BEHAVIOR == UNHANDLED_ERROR_EXIT ) {
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exit(errctx->status);
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}
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if ( UNHANDLED_ERROR_BEHAVIOR == UNHANDLED_ERROR_SET ) {
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unhandled_error_context = errctx;
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errctx->refcount += 1;
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return;
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}
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}
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int akgl_actor_updated;
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akerr_ErrorContext *akgl_actor_update_noop(akgl_Actor *obj)
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{
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PREPARE_ERROR(errctx);
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akgl_actor_updated = 1;
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SUCCEED_RETURN(errctx);
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}
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// Currently the renderer assumes there is a global variable named `renderer`
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int akgl_actor_rendered;
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akerr_ErrorContext *akgl_actor_render_noop(akgl_Actor *obj)
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{
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PREPARE_ERROR(errctx);
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akgl_actor_rendered = 1;
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *test_registry_actor_iterator_nullpointers(void)
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{
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PREPARE_ERROR(errctx);
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akerr_ErrorUnhandledErrorHandler defaulthandler = akerr_handler_unhandled_error;
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akerr_handler_unhandled_error = handle_unhandled_error_noexit;
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ATTEMPT {
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UNHANDLED_ERROR_BEHAVIOR = UNHANDLED_ERROR_SET;
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DETECT(unhandled_error_context, akgl_registry_iterate_actor(NULL, AKGL_REGISTRY_ACTOR, ""));
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} CLEANUP {
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UNHANDLED_ERROR_BEHAVIOR = UNHANDLED_ERROR_EXIT;
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} PROCESS(unhandled_error_context) {
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} HANDLE(unhandled_error_context, AKERR_NULLPOINTER) {
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printf("Handled\n");
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} FINISH(unhandled_error_context, true);
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akerr_handler_unhandled_error = defaulthandler;
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *test_registry_actor_iterator_missingactor(void)
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{
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PREPARE_ERROR(errctx);
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akerr_ErrorUnhandledErrorHandler defaulthandler = akerr_handler_unhandled_error;
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akgl_Iterator iter = {
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.layerid = 0,
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.flags = 0
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};
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akerr_handler_unhandled_error = handle_unhandled_error_noexit;
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ATTEMPT {
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UNHANDLED_ERROR_BEHAVIOR = UNHANDLED_ERROR_SET;
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DETECT(
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unhandled_error_context,
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akgl_registry_iterate_actor(
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&iter,
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AKGL_REGISTRY_ACTOR,
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"Actor who doesn't exist")
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);
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} CLEANUP {
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UNHANDLED_ERROR_BEHAVIOR = UNHANDLED_ERROR_EXIT;
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} PROCESS(unhandled_error_context) {
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} HANDLE(unhandled_error_context, AKERR_KEY) {
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printf("Handled\n");
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} FINISH(unhandled_error_context, true);
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akerr_handler_unhandled_error = defaulthandler;
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *test_registry_actor_iterator_updaterender(void)
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{
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akgl_Actor *testactor;
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akgl_Iterator iter = {
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.layerid = 0,
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.flags = AKGL_ITERATOR_OP_UPDATE | AKGL_ITERATOR_OP_RENDER
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};
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akerr_ErrorUnhandledErrorHandler defaulthandler = akerr_handler_unhandled_error;
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PREPARE_ERROR(errctx);
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akerr_handler_unhandled_error = handle_unhandled_error_noexit;
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ATTEMPT {
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UNHANDLED_ERROR_BEHAVIOR = UNHANDLED_ERROR_SET;
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CATCH(unhandled_error_context, akgl_heap_next_actor(&testactor));
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CATCH(unhandled_error_context, akgl_actor_initialize(testactor, "test"));
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testactor->layer = 0;
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testactor->updatefunc = &akgl_actor_update_noop;
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testactor->renderfunc = &akgl_actor_render_noop;
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DETECT(
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unhandled_error_context,
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akgl_registry_iterate_actor(
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&iter,
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AKGL_REGISTRY_ACTOR,
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"test")
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);
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FAIL_ZERO_BREAK(
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unhandled_error_context,
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akgl_actor_updated,
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AKGL_ERR_BEHAVIOR,
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"actor->updatefunc not called by the iterator"
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);
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FAIL_ZERO_BREAK(
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unhandled_error_context,
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akgl_actor_rendered,
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AKGL_ERR_BEHAVIOR,
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"actor->renderfunc not called by the iterator"
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);
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} CLEANUP {
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UNHANDLED_ERROR_BEHAVIOR = UNHANDLED_ERROR_EXIT;
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IGNORE(akgl_heap_release_actor(testactor));
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} PROCESS(unhandled_error_context) {
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} FINISH(unhandled_error_context, true);
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akerr_handler_unhandled_error = defaulthandler;
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *test_akgl_actor_set_character(void)
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{
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akgl_Actor *testactor = NULL;
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akgl_Character *testchar = NULL;
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PREPARE_ERROR(errctx);
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ATTEMPT {
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CATCH(errctx, akgl_actor_set_character(NULL, "test"));
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} CLEANUP {
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} PROCESS(errctx) {
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} HANDLE(errctx, AKERR_NULLPOINTER) {
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printf("Handled\n");
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} FINISH(errctx, true);
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ATTEMPT {
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CATCH(errctx, akgl_heap_next_actor(&testactor));
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CATCH(errctx, akgl_actor_initialize(testactor, "test"));
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testactor->layer = 0;
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testactor->updatefunc = &akgl_actor_update_noop;
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testactor->renderfunc = &akgl_actor_render_noop;
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CATCH(errctx, akgl_actor_set_character(testactor, "test"));
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} CLEANUP {
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IGNORE(akgl_heap_release_actor(testactor));
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} PROCESS(errctx) {
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} HANDLE(errctx, AKERR_NULLPOINTER) {
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printf("Handled\n");
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} FINISH(errctx, true);
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ATTEMPT {
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CATCH(errctx, akgl_heap_next_actor(&testactor));
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CATCH(errctx, akgl_heap_next_character(&testchar));
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CATCH(errctx, akgl_actor_initialize(testactor, "test"));
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testactor->layer = 0;
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testactor->updatefunc = &akgl_actor_update_noop;
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testactor->renderfunc = &akgl_actor_render_noop;
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CATCH(errctx, akgl_character_initialize(testchar, "test"));
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CATCH(errctx, akgl_actor_set_character(testactor, "test"));
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} CLEANUP {
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IGNORE(akgl_heap_release_actor(testactor));
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IGNORE(akgl_heap_release_character(testchar));
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *test_actor_manage_children(void)
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{
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akgl_Actor *parent = NULL;
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akgl_Actor *child = NULL;
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akgl_String *tmpstring = NULL;
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int i = 0;
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int j = 0;
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PREPARE_ERROR(errctx);
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ATTEMPT {
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CATCH(errctx, akgl_heap_init());
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CATCH(errctx, akgl_heap_next_string(&tmpstring));
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CATCH(errctx, akgl_heap_next_actor(&parent));
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CATCH(errctx, akgl_actor_initialize(parent, "parent"));
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for ( i = 0 ; i < AKGL_ACTOR_MAX_CHILDREN; i++ ) {
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sprintf((char *)&tmpstring->data, "child %d", i);
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CATCH(errctx, akgl_heap_next_actor(&child));
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CATCH(errctx, akgl_actor_initialize(child, (char *)&tmpstring->data));
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CATCH(errctx, parent->addchild(parent, child));
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// Release our claim on the actor so the parent can own the child and kill it
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CATCH(errctx, akgl_heap_release_actor(child));
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}
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} CLEANUP {
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IGNORE(akgl_heap_release_string(tmpstring));
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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ATTEMPT {
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// Doesn't matter which child we use for this test
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child = parent->children[1];
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CATCH(errctx, parent->addchild(parent, child));
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} CLEANUP {
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if ( errctx == NULL ) {
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FAIL(errctx, AKGL_ERR_BEHAVIOR, "addchild does not throw AKERR_RELATIONSHIP when child already has a parent");
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}
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} PROCESS(errctx) {
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} HANDLE(errctx, AKERR_RELATIONSHIP) {
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// Expected behavior
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SDL_Log("addchild throws AKERR_RELATIONSHIP when child already has a parent");
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} FINISH(errctx, true);
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ATTEMPT {
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CATCH(errctx, akgl_heap_next_actor(&child));
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CATCH(errctx, parent->addchild(parent, child));
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} CLEANUP {
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if ( errctx == NULL ) {
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FAIL(errctx, AKGL_ERR_BEHAVIOR, "addchild does not throw AKERR_OUTOFBOUNDS when all children already set");
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}
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} PROCESS(errctx) {
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} HANDLE(errctx, AKERR_OUTOFBOUNDS) {
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// Expected behavior
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SDL_Log("addchild throws AKERR_OUTOFBOUNDS when all children already set");
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} FINISH(errctx, true);
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ATTEMPT {
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CATCH(errctx, akgl_heap_release_actor(parent));
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// All actor objects on the heap should be empty now
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for ( i = 0; i < AKGL_MAX_HEAP_ACTOR; i++) {
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FAIL_NONZERO_BREAK(errctx, akgl_heap_actors[i].refcount, AKERR_VALUE, "Actor not properly cleared");
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FAIL_NONZERO_BREAK(errctx, akgl_heap_actors[i].parent, AKERR_VALUE, "Actor not properly cleared");
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for ( j = 0 ; j < AKGL_ACTOR_MAX_CHILDREN; j++) {
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if ( akgl_heap_actors[i].children[j] != NULL ) {
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FAIL(errctx, AKERR_VALUE, "Actor not properly cleared");
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goto _test_actor_addchild_heaprelease_cleanup;
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}
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}
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}
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for ( j = 0; j < AKGL_ACTOR_MAX_CHILDREN; j++) {
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sprintf((char *)&tmpstring->data, "child %d", i);
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FAIL_NONZERO_BREAK(
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errctx,
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SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, (char *)&tmpstring->data, NULL),
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AKERR_KEY,
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"Child %s was not removed from the registry",
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(char *)&tmpstring->data);
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}
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_test_actor_addchild_heaprelease_cleanup:
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} CLEANUP {
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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ATTEMPT {
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CATCH(errctx, akgl_heap_next_actor(&parent));
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CATCH(errctx, akgl_actor_initialize(parent, "parent"));
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CATCH(errctx, akgl_heap_next_actor(&child));
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CATCH(errctx, akgl_actor_initialize(child, "child"));
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// Don't release our claim on the child. The child should not be reclaimed.
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CATCH(errctx, akgl_heap_release_actor(parent));
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FAIL_NONZERO_BREAK(errctx, child->parent, AKERR_VALUE, "Child still references released parent");
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FAIL_ZERO_BREAK(errctx, child->refcount, AKERR_VALUE, "Child prematurely released");
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FAIL_NONZERO_BREAK(errctx, strcmp(child->name, "child"), AKERR_VALUE, "Child had identity erased");
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FAIL_ZERO_BREAK(
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errctx,
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(child == SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, child->name, NULL)),
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AKERR_KEY,
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"Child prematurely removed from the registry");
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// Now we can release the child
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CATCH(errctx, akgl_heap_release_actor(child));
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} CLEANUP {
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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/**
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* @brief Build an actor bound to a character, without touching the renderer.
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*
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* The sprite and spritesheet are taken straight off the heap and populated by
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* hand, because akgl_sprite_load_json() would need a live renderer to build a
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* texture and none of the logic under test reads one.
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*/
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static akerr_ErrorContext *make_bound_actor(
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akgl_Actor **actor,
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akgl_Character **basechar,
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akgl_Sprite **sprite,
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char *name,
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int state)
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{
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PREPARE_ERROR(e);
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akgl_SpriteSheet *sheet = NULL;
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char spritename[AKGL_SPRITE_MAX_NAME_LENGTH];
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ATTEMPT {
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CATCH(e, akgl_heap_next_character(basechar));
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CATCH(e, akgl_character_initialize(*basechar, name));
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CATCH(e, akgl_heap_next_spritesheet(&sheet));
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sheet->refcount += 1;
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snprintf((char *)&spritename, AKGL_SPRITE_MAX_NAME_LENGTH, "%s_sprite", name);
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CATCH(e, akgl_heap_next_sprite(sprite));
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CATCH(e, akgl_sprite_initialize(*sprite, (char *)&spritename, sheet));
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(*sprite)->width = 32;
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(*sprite)->height = 32;
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(*sprite)->frames = 4;
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(*sprite)->speed = 100;
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CATCH(e, akgl_character_sprite_add(*basechar, *sprite, state));
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CATCH(e, akgl_heap_next_actor(actor));
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CATCH(e, akgl_actor_initialize(*actor, name));
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(*actor)->basechar = *basechar;
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(*actor)->state = state;
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} CLEANUP {
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} PROCESS(e) {
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} FINISH(e, true);
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext *test_actor_control_handlers_on(void)
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{
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PREPARE_ERROR(e);
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akgl_Actor actor;
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akgl_Character basechar;
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SDL_Event event;
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ATTEMPT {
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memset(&event, 0x00, sizeof(SDL_Event));
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memset(&basechar, 0x00, sizeof(akgl_Character));
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basechar.ax = 7.0f;
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basechar.ay = 11.0f;
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// Left: clears every facing and movement bit, then sets its own pair and
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// takes acceleration from the base character with the sign reversed.
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memset(&actor, 0x00, sizeof(akgl_Actor));
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actor.basechar = &basechar;
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actor.state = (AKGL_ACTOR_STATE_FACE_RIGHT | AKGL_ACTOR_STATE_MOVING_RIGHT | AKGL_ACTOR_STATE_ALIVE);
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TEST_EXPECT_OK(e, akgl_actor_cmhf_left_on(&actor, &event), "left on");
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TEST_ASSERT(e, AKGL_BITMASK_HAS(actor.state, AKGL_ACTOR_STATE_MOVING_LEFT),
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"left on did not set MOVING_LEFT (state %d)", actor.state);
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TEST_ASSERT(e, AKGL_BITMASK_HAS(actor.state, AKGL_ACTOR_STATE_FACE_LEFT),
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"left on did not set FACE_LEFT (state %d)", actor.state);
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TEST_ASSERT(e, AKGL_BITMASK_HASNOT(actor.state, AKGL_ACTOR_STATE_MOVING_RIGHT),
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"left on left MOVING_RIGHT set (state %d)", actor.state);
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TEST_ASSERT(e, AKGL_BITMASK_HASNOT(actor.state, AKGL_ACTOR_STATE_FACE_RIGHT),
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"left on left FACE_RIGHT set (state %d)", actor.state);
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|
TEST_ASSERT(e, AKGL_BITMASK_HAS(actor.state, AKGL_ACTOR_STATE_ALIVE),
|
|
"left on cleared an unrelated state bit (state %d)", actor.state);
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|
TEST_ASSERT_FEQ(e, actor.ax, -7.0f, "left on set ax to %f, expected -7", actor.ax);
|
|
|
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// Right: same, with the sign preserved.
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|
memset(&actor, 0x00, sizeof(akgl_Actor));
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actor.basechar = &basechar;
|
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TEST_EXPECT_OK(e, akgl_actor_cmhf_right_on(&actor, &event), "right on");
|
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TEST_ASSERT(e, AKGL_BITMASK_HAS(actor.state, AKGL_ACTOR_STATE_MOVING_RIGHT),
|
|
"right on did not set MOVING_RIGHT (state %d)", actor.state);
|
|
TEST_ASSERT(e, AKGL_BITMASK_HAS(actor.state, AKGL_ACTOR_STATE_FACE_RIGHT),
|
|
"right on did not set FACE_RIGHT (state %d)", actor.state);
|
|
TEST_ASSERT_FEQ(e, actor.ax, 7.0f, "right on set ax to %f, expected 7", actor.ax);
|
|
|
|
// Up reverses the Y acceleration, because Y grows downward.
|
|
memset(&actor, 0x00, sizeof(akgl_Actor));
|
|
actor.basechar = &basechar;
|
|
TEST_EXPECT_OK(e, akgl_actor_cmhf_up_on(&actor, &event), "up on");
|
|
TEST_ASSERT(e, AKGL_BITMASK_HAS(actor.state, AKGL_ACTOR_STATE_MOVING_UP),
|
|
"up on did not set MOVING_UP (state %d)", actor.state);
|
|
TEST_ASSERT(e, AKGL_BITMASK_HAS(actor.state, AKGL_ACTOR_STATE_FACE_UP),
|
|
"up on did not set FACE_UP (state %d)", actor.state);
|
|
TEST_ASSERT_FEQ(e, actor.ay, -11.0f, "up on set ay to %f, expected -11", actor.ay);
|
|
|
|
memset(&actor, 0x00, sizeof(akgl_Actor));
|
|
actor.basechar = &basechar;
|
|
TEST_EXPECT_OK(e, akgl_actor_cmhf_down_on(&actor, &event), "down on");
|
|
TEST_ASSERT(e, AKGL_BITMASK_HAS(actor.state, AKGL_ACTOR_STATE_MOVING_DOWN),
|
|
"down on did not set MOVING_DOWN (state %d)", actor.state);
|
|
TEST_ASSERT(e, AKGL_BITMASK_HAS(actor.state, AKGL_ACTOR_STATE_FACE_DOWN),
|
|
"down on did not set FACE_DOWN (state %d)", actor.state);
|
|
TEST_ASSERT_FEQ(e, actor.ay, 11.0f, "down on set ay to %f, expected 11", actor.ay);
|
|
|
|
// Each direction is exclusive: turning right after left leaves only right.
|
|
memset(&actor, 0x00, sizeof(akgl_Actor));
|
|
actor.basechar = &basechar;
|
|
TEST_EXPECT_OK(e, akgl_actor_cmhf_left_on(&actor, &event), "left on before turning");
|
|
TEST_EXPECT_OK(e, akgl_actor_cmhf_right_on(&actor, &event), "right on after left");
|
|
TEST_ASSERT(e, AKGL_BITMASK_HASNOT(actor.state, AKGL_ACTOR_STATE_MOVING_LEFT),
|
|
"turning right left MOVING_LEFT set (state %d)", actor.state);
|
|
} CLEANUP {
|
|
} PROCESS(e) {
|
|
} FINISH(e, true);
|
|
SUCCEED_RETURN(e);
|
|
}
|
|
|
|
akerr_ErrorContext *test_actor_control_handlers_off(void)
|
|
{
|
|
PREPARE_ERROR(e);
|
|
akgl_Actor actor;
|
|
akgl_Character basechar;
|
|
SDL_Event event;
|
|
|
|
ATTEMPT {
|
|
memset(&event, 0x00, sizeof(SDL_Event));
|
|
memset(&basechar, 0x00, sizeof(akgl_Character));
|
|
basechar.ax = 7.0f;
|
|
basechar.ay = 11.0f;
|
|
|
|
// Releasing a direction zeroes that axis outright: acceleration, thrust,
|
|
// environmental force, and velocity all go to zero together.
|
|
memset(&actor, 0x00, sizeof(akgl_Actor));
|
|
actor.basechar = &basechar;
|
|
actor.ax = 5; actor.ex = 5; actor.tx = 5; actor.vx = 5;
|
|
actor.ay = 5; actor.ey = 5; actor.ty = 5; actor.vy = 5;
|
|
actor.state = (AKGL_ACTOR_STATE_MOVING_LEFT | AKGL_ACTOR_STATE_FACE_LEFT);
|
|
TEST_EXPECT_OK(e, akgl_actor_cmhf_left_off(&actor, &event), "left off");
|
|
TEST_ASSERT_FEQ(e, actor.ax, 0.0f, "left off left ax at %f", actor.ax);
|
|
TEST_ASSERT_FEQ(e, actor.ex, 0.0f, "left off left ex at %f", actor.ex);
|
|
TEST_ASSERT_FEQ(e, actor.tx, 0.0f, "left off left tx at %f", actor.tx);
|
|
TEST_ASSERT_FEQ(e, actor.vx, 0.0f, "left off left vx at %f", actor.vx);
|
|
TEST_ASSERT(e, AKGL_BITMASK_HASNOT(actor.state, AKGL_ACTOR_STATE_MOVING_LEFT),
|
|
"left off did not clear MOVING_LEFT (state %d)", actor.state);
|
|
// Facing is deliberately sticky, so an idle actor keeps looking where it was.
|
|
TEST_ASSERT(e, AKGL_BITMASK_HAS(actor.state, AKGL_ACTOR_STATE_FACE_LEFT),
|
|
"left off cleared FACE_LEFT, which should persist (state %d)", actor.state);
|
|
// The Y axis is untouched by a horizontal release.
|
|
TEST_ASSERT_FEQ(e, actor.vy, 5.0f, "left off disturbed vy (%f)", actor.vy);
|
|
|
|
memset(&actor, 0x00, sizeof(akgl_Actor));
|
|
actor.ax = 5; actor.ex = 5; actor.tx = 5; actor.vx = 5;
|
|
actor.state = AKGL_ACTOR_STATE_MOVING_RIGHT;
|
|
TEST_EXPECT_OK(e, akgl_actor_cmhf_right_off(&actor, &event), "right off");
|
|
TEST_ASSERT_FEQ(e, actor.vx, 0.0f, "right off left vx at %f", actor.vx);
|
|
TEST_ASSERT(e, AKGL_BITMASK_HASNOT(actor.state, AKGL_ACTOR_STATE_MOVING_RIGHT),
|
|
"right off did not clear MOVING_RIGHT (state %d)", actor.state);
|
|
|
|
memset(&actor, 0x00, sizeof(akgl_Actor));
|
|
actor.ay = 5; actor.ey = 5; actor.ty = 5; actor.vy = 5;
|
|
actor.state = AKGL_ACTOR_STATE_MOVING_UP;
|
|
TEST_EXPECT_OK(e, akgl_actor_cmhf_up_off(&actor, &event), "up off");
|
|
TEST_ASSERT_FEQ(e, actor.vy, 0.0f, "up off left vy at %f", actor.vy);
|
|
TEST_ASSERT(e, AKGL_BITMASK_HASNOT(actor.state, AKGL_ACTOR_STATE_MOVING_UP),
|
|
"up off did not clear MOVING_UP (state %d)", actor.state);
|
|
|
|
memset(&actor, 0x00, sizeof(akgl_Actor));
|
|
actor.ay = 5; actor.ey = 5; actor.ty = 5; actor.vy = 5;
|
|
actor.state = AKGL_ACTOR_STATE_MOVING_DOWN;
|
|
TEST_EXPECT_OK(e, akgl_actor_cmhf_down_off(&actor, &event), "down off");
|
|
TEST_ASSERT_FEQ(e, actor.vy, 0.0f, "down off left vy at %f", actor.vy);
|
|
TEST_ASSERT(e, AKGL_BITMASK_HASNOT(actor.state, AKGL_ACTOR_STATE_MOVING_DOWN),
|
|
"down off did not clear MOVING_DOWN (state %d)", actor.state);
|
|
} CLEANUP {
|
|
} PROCESS(e) {
|
|
} FINISH(e, true);
|
|
SUCCEED_RETURN(e);
|
|
}
|
|
|
|
akerr_ErrorContext *test_actor_control_handlers_nullpointers(void)
|
|
{
|
|
PREPARE_ERROR(e);
|
|
akgl_Actor actor;
|
|
SDL_Event event;
|
|
|
|
ATTEMPT {
|
|
memset(&event, 0x00, sizeof(SDL_Event));
|
|
memset(&actor, 0x00, sizeof(akgl_Actor));
|
|
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_actor_cmhf_left_on(NULL, &event), "left on, NULL actor");
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_actor_cmhf_left_off(NULL, &event), "left off, NULL actor");
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_actor_cmhf_right_on(NULL, &event), "right on, NULL actor");
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_actor_cmhf_right_off(NULL, &event), "right off, NULL actor");
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_actor_cmhf_up_on(NULL, &event), "up on, NULL actor");
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_actor_cmhf_up_off(NULL, &event), "up off, NULL actor");
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_actor_cmhf_down_on(NULL, &event), "down on, NULL actor");
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_actor_cmhf_down_off(NULL, &event), "down off, NULL actor");
|
|
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_actor_cmhf_left_on(&actor, NULL), "left on, NULL event");
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_actor_cmhf_left_off(&actor, NULL), "left off, NULL event");
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_actor_cmhf_right_on(&actor, NULL), "right on, NULL event");
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_actor_cmhf_right_off(&actor, NULL), "right off, NULL event");
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_actor_cmhf_up_on(&actor, NULL), "up on, NULL event");
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_actor_cmhf_up_off(&actor, NULL), "up off, NULL event");
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_actor_cmhf_down_on(&actor, NULL), "down on, NULL event");
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_actor_cmhf_down_off(&actor, NULL), "down off, NULL event");
|
|
|
|
// A movement handler reads acceleration off the base character, so an
|
|
// actor without one has to be reported rather than dereferenced.
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_actor_cmhf_left_on(&actor, &event),
|
|
"left on, actor with no base character");
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_actor_cmhf_right_on(&actor, &event),
|
|
"right on, actor with no base character");
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_actor_cmhf_up_on(&actor, &event),
|
|
"up on, actor with no base character");
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_actor_cmhf_down_on(&actor, &event),
|
|
"down on, actor with no base character");
|
|
} CLEANUP {
|
|
} PROCESS(e) {
|
|
} FINISH(e, true);
|
|
SUCCEED_RETURN(e);
|
|
}
|
|
|
|
akerr_ErrorContext *test_actor_automatic_face(void)
|
|
{
|
|
PREPARE_ERROR(e);
|
|
akgl_Actor actor;
|
|
|
|
ATTEMPT {
|
|
// With the flag off, facing is left entirely to the caller.
|
|
memset(&actor, 0x00, sizeof(akgl_Actor));
|
|
actor.movement_controls_face = false;
|
|
actor.state = (AKGL_ACTOR_STATE_MOVING_LEFT | AKGL_ACTOR_STATE_FACE_RIGHT);
|
|
TEST_EXPECT_OK(e, akgl_actor_automatic_face(&actor), "automatic face with the flag off");
|
|
TEST_ASSERT(e, AKGL_BITMASK_HAS(actor.state, AKGL_ACTOR_STATE_FACE_RIGHT),
|
|
"automatic face changed facing while disabled (state %d)", actor.state);
|
|
|
|
// With the flag on, facing follows movement.
|
|
memset(&actor, 0x00, sizeof(akgl_Actor));
|
|
actor.movement_controls_face = true;
|
|
actor.state = (AKGL_ACTOR_STATE_MOVING_LEFT | AKGL_ACTOR_STATE_FACE_RIGHT);
|
|
TEST_EXPECT_OK(e, akgl_actor_automatic_face(&actor), "automatic face while moving left");
|
|
TEST_ASSERT(e, AKGL_BITMASK_HAS(actor.state, AKGL_ACTOR_STATE_FACE_LEFT),
|
|
"automatic face did not turn the actor left (state %d)", actor.state);
|
|
TEST_ASSERT(e, AKGL_BITMASK_HASNOT(actor.state, AKGL_ACTOR_STATE_FACE_RIGHT),
|
|
"automatic face left the stale facing set (state %d)", actor.state);
|
|
|
|
memset(&actor, 0x00, sizeof(akgl_Actor));
|
|
actor.movement_controls_face = true;
|
|
actor.state = AKGL_ACTOR_STATE_MOVING_RIGHT;
|
|
TEST_EXPECT_OK(e, akgl_actor_automatic_face(&actor), "automatic face while moving right");
|
|
TEST_ASSERT(e, AKGL_BITMASK_HAS(actor.state, AKGL_ACTOR_STATE_FACE_RIGHT),
|
|
"automatic face did not turn the actor right (state %d)", actor.state);
|
|
|
|
memset(&actor, 0x00, sizeof(akgl_Actor));
|
|
actor.movement_controls_face = true;
|
|
actor.state = AKGL_ACTOR_STATE_MOVING_UP;
|
|
TEST_EXPECT_OK(e, akgl_actor_automatic_face(&actor), "automatic face while moving up");
|
|
TEST_ASSERT(e, AKGL_BITMASK_HAS(actor.state, AKGL_ACTOR_STATE_FACE_UP),
|
|
"automatic face did not turn the actor up (state %d)", actor.state);
|
|
|
|
memset(&actor, 0x00, sizeof(akgl_Actor));
|
|
actor.movement_controls_face = true;
|
|
actor.state = AKGL_ACTOR_STATE_MOVING_DOWN;
|
|
TEST_EXPECT_OK(e, akgl_actor_automatic_face(&actor), "automatic face while moving down");
|
|
TEST_ASSERT(e, AKGL_BITMASK_HAS(actor.state, AKGL_ACTOR_STATE_FACE_DOWN),
|
|
"automatic face did not turn the actor down (state %d)", actor.state);
|
|
|
|
// Left wins over up when both are set, per the order of the checks.
|
|
memset(&actor, 0x00, sizeof(akgl_Actor));
|
|
actor.movement_controls_face = true;
|
|
actor.state = (AKGL_ACTOR_STATE_MOVING_LEFT | AKGL_ACTOR_STATE_MOVING_UP);
|
|
TEST_EXPECT_OK(e, akgl_actor_automatic_face(&actor), "automatic face while moving diagonally");
|
|
TEST_ASSERT(e, AKGL_BITMASK_HAS(actor.state, AKGL_ACTOR_STATE_FACE_LEFT),
|
|
"diagonal movement did not resolve to the left facing (state %d)", actor.state);
|
|
TEST_ASSERT(e, AKGL_BITMASK_HASNOT(actor.state, AKGL_ACTOR_STATE_FACE_UP),
|
|
"diagonal movement set two facings at once (state %d)", actor.state);
|
|
|
|
// A stationary actor ends up facing nowhere.
|
|
memset(&actor, 0x00, sizeof(akgl_Actor));
|
|
actor.movement_controls_face = true;
|
|
actor.state = (AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_UP);
|
|
TEST_EXPECT_OK(e, akgl_actor_automatic_face(&actor), "automatic face while stationary");
|
|
TEST_ASSERT(e, AKGL_BITMASK_HASNOT(actor.state, AKGL_ACTOR_STATE_FACE_ALL),
|
|
"a stationary actor kept a facing bit (state %d)", actor.state);
|
|
TEST_ASSERT(e, AKGL_BITMASK_HAS(actor.state, AKGL_ACTOR_STATE_ALIVE),
|
|
"automatic face cleared an unrelated state bit (state %d)", actor.state);
|
|
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_actor_automatic_face(NULL),
|
|
"automatic face with a NULL actor");
|
|
} CLEANUP {
|
|
} PROCESS(e) {
|
|
} FINISH(e, true);
|
|
SUCCEED_RETURN(e);
|
|
}
|
|
|
|
akerr_ErrorContext *test_actor_logic_movement(void)
|
|
{
|
|
PREPARE_ERROR(e);
|
|
akgl_Actor actor;
|
|
akgl_Character basechar;
|
|
|
|
ATTEMPT {
|
|
memset(&basechar, 0x00, sizeof(akgl_Character));
|
|
basechar.ax = 3.0f; basechar.ay = 4.0f;
|
|
basechar.sx = 30.0f; basechar.sy = 40.0f; basechar.sz = 50.0f;
|
|
|
|
// Max speed is always refreshed from the base character.
|
|
memset(&actor, 0x00, sizeof(akgl_Actor));
|
|
actor.basechar = &basechar;
|
|
TEST_EXPECT_OK(e, akgl_actor_logic_movement(&actor, 1.0f), "movement logic while idle");
|
|
TEST_ASSERT_FEQ(e, actor.sx, 30.0f, "sx copied as %f, expected 30", actor.sx);
|
|
TEST_ASSERT_FEQ(e, actor.sy, 40.0f, "sy copied as %f, expected 40", actor.sy);
|
|
TEST_ASSERT_FEQ(e, actor.sz, 50.0f, "sz copied as %f, expected 50", actor.sz);
|
|
|
|
actor.state = AKGL_ACTOR_STATE_MOVING_LEFT;
|
|
TEST_EXPECT_OK(e, akgl_actor_logic_movement(&actor, 1.0f), "movement logic while moving left");
|
|
TEST_ASSERT_FEQ(e, actor.ax, -3.0f, "moving left set ax to %f, expected -3", actor.ax);
|
|
|
|
actor.state = AKGL_ACTOR_STATE_MOVING_RIGHT;
|
|
TEST_EXPECT_OK(e, akgl_actor_logic_movement(&actor, 1.0f), "movement logic while moving right");
|
|
TEST_ASSERT_FEQ(e, actor.ax, 3.0f, "moving right set ax to %f, expected 3", actor.ax);
|
|
|
|
actor.state = AKGL_ACTOR_STATE_MOVING_UP;
|
|
TEST_EXPECT_OK(e, akgl_actor_logic_movement(&actor, 1.0f), "movement logic while moving up");
|
|
TEST_ASSERT_FEQ(e, actor.ay, -4.0f, "moving up set ay to %f, expected -4", actor.ay);
|
|
|
|
actor.state = AKGL_ACTOR_STATE_MOVING_DOWN;
|
|
TEST_EXPECT_OK(e, akgl_actor_logic_movement(&actor, 1.0f), "movement logic while moving down");
|
|
TEST_ASSERT_FEQ(e, actor.ay, 4.0f, "moving down set ay to %f, expected 4", actor.ay);
|
|
|
|
// Both axes at once.
|
|
actor.state = (AKGL_ACTOR_STATE_MOVING_LEFT | AKGL_ACTOR_STATE_MOVING_DOWN);
|
|
TEST_EXPECT_OK(e, akgl_actor_logic_movement(&actor, 1.0f), "movement logic while moving diagonally");
|
|
TEST_ASSERT_FEQ(e, actor.ax, -3.0f, "diagonal movement set ax to %f, expected -3", actor.ax);
|
|
TEST_ASSERT_FEQ(e, actor.ay, 4.0f, "diagonal movement set ay to %f, expected 4", actor.ay);
|
|
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_actor_logic_movement(NULL, 1.0f),
|
|
"movement logic with a NULL actor");
|
|
|
|
// Every value the movement logic writes is read off the base character,
|
|
// so an actor without one has to be reported rather than dereferenced.
|
|
memset(&actor, 0x00, sizeof(akgl_Actor));
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_actor_logic_movement(&actor, 1.0f),
|
|
"movement logic with no base character");
|
|
} CLEANUP {
|
|
} PROCESS(e) {
|
|
} FINISH(e, true);
|
|
SUCCEED_RETURN(e);
|
|
}
|
|
|
|
akerr_ErrorContext *test_actor_logic_changeframe(void)
|
|
{
|
|
PREPARE_ERROR(e);
|
|
akgl_Actor actor;
|
|
akgl_Sprite sprite;
|
|
|
|
ATTEMPT {
|
|
memset(&sprite, 0x00, sizeof(akgl_Sprite));
|
|
sprite.frames = 4;
|
|
|
|
// Mid-animation, the frame simply advances.
|
|
memset(&actor, 0x00, sizeof(akgl_Actor));
|
|
actor.curSpriteFrameId = 1;
|
|
TEST_EXPECT_OK(e, akgl_actor_logic_changeframe(&actor, &sprite, 0), "advancing mid-animation");
|
|
TEST_ASSERT(e, actor.curSpriteFrameId == 2,
|
|
"frame advanced to %d, expected 2", actor.curSpriteFrameId);
|
|
|
|
// At the last frame without looping, it wraps to the start.
|
|
memset(&actor, 0x00, sizeof(akgl_Actor));
|
|
actor.curSpriteFrameId = 3;
|
|
sprite.loop = false;
|
|
sprite.loopReverse = false;
|
|
TEST_EXPECT_OK(e, akgl_actor_logic_changeframe(&actor, &sprite, 0), "wrapping a non-looping sprite");
|
|
TEST_ASSERT(e, actor.curSpriteFrameId == 0,
|
|
"the last frame wrapped to %d, expected 0", actor.curSpriteFrameId);
|
|
|
|
// A forward-looping sprite behaves the same way at the end.
|
|
memset(&actor, 0x00, sizeof(akgl_Actor));
|
|
actor.curSpriteFrameId = 3;
|
|
sprite.loop = true;
|
|
sprite.loopReverse = false;
|
|
TEST_EXPECT_OK(e, akgl_actor_logic_changeframe(&actor, &sprite, 0), "wrapping a forward-looping sprite");
|
|
TEST_ASSERT(e, actor.curSpriteFrameId == 0,
|
|
"the forward loop wrapped to %d, expected 0", actor.curSpriteFrameId);
|
|
|
|
// A ping-pong sprite turns around at the end instead of wrapping.
|
|
memset(&actor, 0x00, sizeof(akgl_Actor));
|
|
actor.curSpriteFrameId = 3;
|
|
sprite.loop = true;
|
|
sprite.loopReverse = true;
|
|
TEST_EXPECT_OK(e, akgl_actor_logic_changeframe(&actor, &sprite, 0), "reversing at the end");
|
|
TEST_ASSERT(e, actor.curSpriteReversing == true,
|
|
"the sprite did not enter its reverse phase at the last frame");
|
|
TEST_ASSERT(e, actor.curSpriteFrameId == 2,
|
|
"reversing stepped to frame %d, expected 2", actor.curSpriteFrameId);
|
|
|
|
// While reversing, the frame counts back down.
|
|
TEST_EXPECT_OK(e, akgl_actor_logic_changeframe(&actor, &sprite, 0), "stepping back while reversing");
|
|
TEST_ASSERT(e, actor.curSpriteFrameId == 1,
|
|
"reversing stepped to frame %d, expected 1", actor.curSpriteFrameId);
|
|
|
|
// At frame zero it turns around again and resumes going forward.
|
|
actor.curSpriteFrameId = 0;
|
|
actor.curSpriteReversing = true;
|
|
TEST_EXPECT_OK(e, akgl_actor_logic_changeframe(&actor, &sprite, 0), "turning around at frame zero");
|
|
TEST_ASSERT(e, actor.curSpriteReversing == false,
|
|
"the sprite stayed in its reverse phase at frame zero");
|
|
TEST_ASSERT(e, actor.curSpriteFrameId == 1,
|
|
"turning around stepped to frame %d, expected 1", actor.curSpriteFrameId);
|
|
|
|
// A single-frame sprite has nowhere to advance to.
|
|
memset(&actor, 0x00, sizeof(akgl_Actor));
|
|
sprite.frames = 1;
|
|
sprite.loop = false;
|
|
sprite.loopReverse = false;
|
|
TEST_EXPECT_OK(e, akgl_actor_logic_changeframe(&actor, &sprite, 0), "advancing a single-frame sprite");
|
|
TEST_ASSERT(e, actor.curSpriteFrameId == 0,
|
|
"a single-frame sprite moved to frame %d, expected 0", actor.curSpriteFrameId);
|
|
|
|
sprite.frames = 4;
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_actor_logic_changeframe(NULL, &sprite, 0),
|
|
"changeframe with a NULL actor");
|
|
} CLEANUP {
|
|
} PROCESS(e) {
|
|
} FINISH(e, true);
|
|
SUCCEED_RETURN(e);
|
|
}
|
|
|
|
/** @brief Records calls made to the changeframe stub. */
|
|
static int changeframe_calls = 0;
|
|
|
|
/** @brief Changeframe stub that records its invocation without advancing. */
|
|
static akerr_ErrorContext *stub_changeframe(akgl_Actor *obj, akgl_Sprite *curSprite, SDL_Time curtimems)
|
|
{
|
|
PREPARE_ERROR(e);
|
|
changeframe_calls += 1;
|
|
SUCCEED_RETURN(e);
|
|
}
|
|
|
|
akerr_ErrorContext *test_actor_update(void)
|
|
{
|
|
PREPARE_ERROR(e);
|
|
akgl_Actor *actor = NULL;
|
|
akgl_Character *basechar = NULL;
|
|
akgl_Sprite *sprite = NULL;
|
|
SDL_Time now = 0;
|
|
|
|
ATTEMPT {
|
|
CATCH(e, akgl_registry_init_actor());
|
|
CATCH(e, akgl_registry_init_sprite());
|
|
CATCH(e, akgl_registry_init_spritesheet());
|
|
CATCH(e, akgl_registry_init_character());
|
|
CATCH(e, akgl_heap_init());
|
|
|
|
CATCH(e, make_bound_actor(&actor, &basechar, &sprite, "updatable", AKGL_ACTOR_STATE_ALIVE));
|
|
actor->changeframefunc = &stub_changeframe;
|
|
|
|
// Long enough since the last frame change, so the sprite advances.
|
|
SDL_GetCurrentTime(&now);
|
|
sprite->speed = 1;
|
|
actor->curSpriteFrameTimer = 0;
|
|
changeframe_calls = 0;
|
|
TEST_EXPECT_OK(e, akgl_actor_update(actor), "updating an actor whose frame is due");
|
|
TEST_ASSERT(e, changeframe_calls == 1,
|
|
"a due frame change fired %d times, expected 1", changeframe_calls);
|
|
TEST_ASSERT(e, actor->curSpriteFrameTimer != 0,
|
|
"the frame timer was not restamped after a frame change");
|
|
|
|
// Too soon since the last change, so nothing happens.
|
|
SDL_GetCurrentTime(&now);
|
|
sprite->speed = 1000000000;
|
|
actor->curSpriteFrameTimer = now;
|
|
changeframe_calls = 0;
|
|
TEST_EXPECT_OK(e, akgl_actor_update(actor), "updating an actor whose frame is not due");
|
|
TEST_ASSERT(e, changeframe_calls == 0,
|
|
"an early frame change fired %d times, expected 0", changeframe_calls);
|
|
|
|
// An actor in a state with no sprite bound is skipped, not failed: the
|
|
// missing binding is reported as AKERR_KEY and swallowed by update.
|
|
actor->state = AKGL_ACTOR_STATE_DEAD;
|
|
changeframe_calls = 0;
|
|
TEST_EXPECT_OK(e, akgl_actor_update(actor),
|
|
"updating an actor whose state has no sprite");
|
|
TEST_ASSERT(e, changeframe_calls == 0,
|
|
"an actor with no sprite for its state still changed frames");
|
|
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_actor_update(NULL),
|
|
"updating a NULL actor");
|
|
|
|
// An actor with no base character cannot resolve a sprite at all.
|
|
actor->basechar = NULL;
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_actor_update(actor),
|
|
"updating an actor with no base character");
|
|
} CLEANUP {
|
|
} PROCESS(e) {
|
|
} FINISH(e, true);
|
|
SUCCEED_RETURN(e);
|
|
}
|
|
|
|
akerr_ErrorContext *test_actor_character_sprite_binding(void)
|
|
{
|
|
PREPARE_ERROR(e);
|
|
akgl_Actor *actor = NULL;
|
|
akgl_Character *basechar = NULL;
|
|
akgl_Sprite *sprite = NULL;
|
|
akgl_Sprite *found = NULL;
|
|
|
|
ATTEMPT {
|
|
CATCH(e, akgl_registry_init_actor());
|
|
CATCH(e, akgl_registry_init_sprite());
|
|
CATCH(e, akgl_registry_init_spritesheet());
|
|
CATCH(e, akgl_registry_init_character());
|
|
CATCH(e, akgl_heap_init());
|
|
|
|
CATCH(e, make_bound_actor(&actor, &basechar, &sprite, "bound", AKGL_ACTOR_STATE_ALIVE));
|
|
|
|
TEST_EXPECT_OK(e, akgl_character_sprite_get(basechar, AKGL_ACTOR_STATE_ALIVE, &found),
|
|
"reading back a bound sprite");
|
|
TEST_ASSERT(e, found == sprite, "the bound sprite came back as a different object");
|
|
|
|
// A composite state is a distinct key from either of its components.
|
|
TEST_EXPECT_STATUS(e, AKERR_KEY,
|
|
akgl_character_sprite_get(basechar,
|
|
(AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_UP),
|
|
&found),
|
|
"reading a composite state that was never bound");
|
|
TEST_EXPECT_STATUS(e, AKERR_KEY, akgl_character_sprite_get(basechar, 0, &found),
|
|
"reading state zero, which was never bound");
|
|
|
|
// Binding a composite state makes it resolvable.
|
|
TEST_EXPECT_OK(e, akgl_character_sprite_add(basechar, sprite,
|
|
(AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_UP)),
|
|
"binding a sprite to a composite state");
|
|
TEST_EXPECT_OK(e, akgl_character_sprite_get(basechar,
|
|
(AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_UP),
|
|
&found),
|
|
"reading back the composite binding");
|
|
TEST_ASSERT(e, found == sprite, "the composite binding resolved to a different sprite");
|
|
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_character_sprite_get(NULL, 0, &found),
|
|
"sprite_get with a NULL character");
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER,
|
|
akgl_character_sprite_get(basechar, AKGL_ACTOR_STATE_ALIVE, NULL),
|
|
"sprite_get with a NULL destination");
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_character_sprite_add(NULL, sprite, 0),
|
|
"sprite_add with a NULL character");
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_character_sprite_add(basechar, NULL, 0),
|
|
"sprite_add with a NULL sprite");
|
|
} CLEANUP {
|
|
} PROCESS(e) {
|
|
} FINISH(e, true);
|
|
SUCCEED_RETURN(e);
|
|
}
|
|
|
|
akerr_ErrorContext *test_actor_sprite_sheet_coords(void)
|
|
{
|
|
PREPARE_ERROR(e);
|
|
akgl_Sprite sprite;
|
|
SDL_FRect coords;
|
|
|
|
ATTEMPT {
|
|
memset(&sprite, 0x00, sizeof(akgl_Sprite));
|
|
sprite.width = 32;
|
|
sprite.height = 32;
|
|
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_spritesheet_coords_for_frame(NULL, &coords, 0),
|
|
"sheet coords with a NULL sprite");
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_spritesheet_coords_for_frame(&sprite, NULL, 0),
|
|
"sheet coords with a NULL rectangle");
|
|
// The sprite has no sheet attached, so there is no texture to measure against.
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_spritesheet_coords_for_frame(&sprite, &coords, 0),
|
|
"sheet coords with a NULL spritesheet");
|
|
} CLEANUP {
|
|
} PROCESS(e) {
|
|
} FINISH(e, true);
|
|
SUCCEED_RETURN(e);
|
|
}
|
|
|
|
int main(void)
|
|
{
|
|
akgl_actor_updated = 0;
|
|
akgl_actor_rendered = 0;
|
|
UNHANDLED_ERROR_BEHAVIOR = UNHANDLED_ERROR_EXIT;
|
|
PREPARE_ERROR(errctx);
|
|
|
|
SDL_SetHint(SDL_HINT_VIDEO_DRIVER, "dummy");
|
|
SDL_SetHint(SDL_HINT_AUDIO_DRIVER, "dummy");
|
|
|
|
ATTEMPT {
|
|
CATCH(errctx, akgl_error_init());
|
|
TEST_TRAP_UNHANDLED_ERRORS();
|
|
CATCH(errctx, akgl_registry_init_actor());
|
|
CATCH(errctx, akgl_registry_init_sprite());
|
|
CATCH(errctx, akgl_registry_init_spritesheet());
|
|
CATCH(errctx, akgl_registry_init_character());
|
|
|
|
CATCH(errctx, test_registry_actor_iterator_nullpointers());
|
|
CATCH(errctx, test_registry_actor_iterator_missingactor());
|
|
CATCH(errctx, test_registry_actor_iterator_updaterender());
|
|
CATCH(errctx, test_akgl_actor_set_character());
|
|
CATCH(errctx, test_actor_manage_children());
|
|
|
|
CATCH(errctx, test_actor_control_handlers_on());
|
|
CATCH(errctx, test_actor_control_handlers_off());
|
|
CATCH(errctx, test_actor_control_handlers_nullpointers());
|
|
CATCH(errctx, test_actor_automatic_face());
|
|
CATCH(errctx, test_actor_logic_movement());
|
|
CATCH(errctx, test_actor_logic_changeframe());
|
|
CATCH(errctx, test_actor_update());
|
|
CATCH(errctx, test_actor_character_sprite_binding());
|
|
CATCH(errctx, test_actor_sprite_sheet_coords());
|
|
} CLEANUP {
|
|
} PROCESS(errctx) {
|
|
} FINISH_NORETURN(errctx);
|
|
|
|
return 0;
|
|
}
|