epic: refactor SDL2_Renderer usage to IRenderer and queued texture rendering
- Updated the testing guide to clarify the testing framework's organization and execution methods, improving user understanding. - Refactored CMakeLists to include new platform-specific files, ensuring proper integration of the rendering backend. - Modified main application files to utilize the new IRenderer interface, enhancing flexibility in rendering operations. - Implemented deferred texture management in various components, allowing for more efficient graphics handling and improved performance. - Introduced new methods for texture creation and updates, streamlining the rendering process across the application. - Enhanced logging and error handling in the rendering pipeline to facilitate better debugging and diagnostics.
This commit is contained in:
659
test/integration/zelda3/dungeon_object_rendering_tests.cc
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659
test/integration/zelda3/dungeon_object_rendering_tests.cc
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#include "app/zelda3/dungeon/object_renderer.h"
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#include "app/zelda3/dungeon/room.h"
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#include "app/zelda3/dungeon/room_object.h"
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#include "app/zelda3/dungeon/room_layout.h"
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#include <gtest/gtest.h>
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#include <memory>
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#include <vector>
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#include <chrono>
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#include "app/rom.h"
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#include "app/gfx/snes_palette.h"
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#include "testing.h"
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#include "test_utils.h"
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namespace yaze {
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namespace test {
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/**
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* @brief Advanced tests for actual dungeon object rendering scenarios
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*
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* These tests focus on real-world dungeon editing scenarios including:
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* - Complex room layouts with multiple object types
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* - Object interaction and collision detection
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* - Performance with realistic dungeon configurations
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* - Edge cases in dungeon editing workflows
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*/
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class DungeonObjectRenderingTests : public TestRomManager::BoundRomTest {
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protected:
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void SetUp() override {
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BoundRomTest::SetUp();
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// Setup palette data before scenarios require it
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SetupTestPalettes();
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// Create renderer
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renderer_ = std::make_unique<zelda3::ObjectRenderer>(rom());
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// Setup realistic dungeon scenarios
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SetupDungeonScenarios();
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}
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void TearDown() override {
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renderer_.reset();
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BoundRomTest::TearDown();
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}
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std::unique_ptr<zelda3::ObjectRenderer> renderer_;
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struct DungeonScenario {
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std::string name;
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std::vector<zelda3::RoomObject> objects;
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zelda3::RoomLayout layout;
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gfx::SnesPalette palette;
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int expected_width;
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int expected_height;
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};
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std::vector<DungeonScenario> scenarios_;
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std::vector<gfx::SnesPalette> test_palettes_;
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private:
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void SetupDungeonScenarios() {
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// Scenario 1: Empty room with basic walls
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CreateEmptyRoomScenario();
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// Scenario 2: Room with multiple object types
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CreateMultiObjectScenario();
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// Scenario 3: Complex room with all subtypes
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CreateComplexRoomScenario();
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// Scenario 4: Large room with many objects
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CreateLargeRoomScenario();
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// Scenario 5: Boss room configuration
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CreateBossRoomScenario();
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// Scenario 6: Puzzle room with interactive elements
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CreatePuzzleRoomScenario();
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}
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void SetupTestPalettes() {
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// Create different palettes for different dungeon themes
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CreateDungeonPalette(); // Standard dungeon
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CreateIcePalacePalette(); // Ice Palace theme
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CreateDesertPalacePalette(); // Desert Palace theme
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CreateDarkPalacePalette(); // Palace of Darkness theme
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CreateBossRoomPalette(); // Boss room theme
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}
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void CreateEmptyRoomScenario() {
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DungeonScenario scenario;
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scenario.name = "Empty Room";
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// Create basic wall objects around the perimeter
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for (int x = 0; x < 16; x++) {
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// Top and bottom walls
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scenario.objects.emplace_back(0x10, x, 0, 0x12, 0); // Top wall
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scenario.objects.emplace_back(0x10, x, 10, 0x12, 0); // Bottom wall
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}
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for (int y = 1; y < 10; y++) {
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// Left and right walls
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scenario.objects.emplace_back(0x11, 0, y, 0x12, 0); // Left wall
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scenario.objects.emplace_back(0x11, 15, y, 0x12, 0); // Right wall
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}
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// Set ROM references and load tiles
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for (auto& obj : scenario.objects) {
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obj.set_rom(rom());
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obj.EnsureTilesLoaded();
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}
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scenario.palette = test_palettes_[0]; // Dungeon palette
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scenario.expected_width = 256;
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scenario.expected_height = 176;
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scenarios_.push_back(scenario);
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}
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void CreateMultiObjectScenario() {
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DungeonScenario scenario;
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scenario.name = "Multi-Object Room";
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// Walls
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scenario.objects.emplace_back(0x10, 0, 0, 0x12, 0); // Wall
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scenario.objects.emplace_back(0x10, 1, 0, 0x12, 0); // Wall
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scenario.objects.emplace_back(0x10, 0, 1, 0x12, 0); // Wall
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// Decorative objects
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scenario.objects.emplace_back(0x20, 5, 5, 0x12, 0); // Statue
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scenario.objects.emplace_back(0x21, 8, 7, 0x12, 0); // Pot
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// Interactive objects
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scenario.objects.emplace_back(0xF9, 10, 8, 0x12, 0); // Chest
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scenario.objects.emplace_back(0x13, 3, 3, 0x12, 0); // Stairs
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// Set ROM references and load tiles
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for (auto& obj : scenario.objects) {
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obj.set_rom(rom());
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obj.EnsureTilesLoaded();
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}
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scenario.palette = test_palettes_[0];
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scenario.expected_width = 256;
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scenario.expected_height = 176;
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scenarios_.push_back(scenario);
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}
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void CreateComplexRoomScenario() {
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DungeonScenario scenario;
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scenario.name = "Complex Room";
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// Subtype 1 objects (basic)
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for (int i = 0; i < 10; i++) {
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scenario.objects.emplace_back(i, (i % 8) * 2, (i / 8) * 2, 0x12, 0);
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}
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// Subtype 2 objects (complex)
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for (int i = 0; i < 5; i++) {
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scenario.objects.emplace_back(0x100 + i, (i % 4) * 3, (i / 4) * 3, 0x12, 0);
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}
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// Subtype 3 objects (special)
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for (int i = 0; i < 3; i++) {
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scenario.objects.emplace_back(0x200 + i, (i % 3) * 4, (i / 3) * 4, 0x12, 0);
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}
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// Set ROM references and load tiles
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for (auto& obj : scenario.objects) {
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obj.set_rom(rom());
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obj.EnsureTilesLoaded();
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}
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scenario.palette = test_palettes_[1]; // Ice Palace palette
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scenario.expected_width = 256;
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scenario.expected_height = 176;
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scenarios_.push_back(scenario);
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}
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void CreateLargeRoomScenario() {
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DungeonScenario scenario;
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scenario.name = "Large Room";
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// Create a room with many objects (stress test scenario)
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for (int i = 0; i < 100; i++) {
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int x = (i % 16) * 2;
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int y = (i / 16) * 2;
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int object_id = (i % 50) + 0x10; // Mix of different object types
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scenario.objects.emplace_back(object_id, x, y, 0x12, i % 3);
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}
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// Set ROM references and load tiles
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for (auto& obj : scenario.objects) {
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obj.set_rom(rom());
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obj.EnsureTilesLoaded();
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}
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scenario.palette = test_palettes_[2]; // Desert Palace palette
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scenario.expected_width = 512;
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scenario.expected_height = 256;
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scenarios_.push_back(scenario);
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}
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void CreateBossRoomScenario() {
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DungeonScenario scenario;
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scenario.name = "Boss Room";
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// Boss room typically has special objects
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scenario.objects.emplace_back(0x30, 7, 4, 0x12, 0); // Boss platform
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scenario.objects.emplace_back(0x31, 7, 5, 0x12, 0); // Boss platform
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scenario.objects.emplace_back(0x32, 8, 4, 0x12, 0); // Boss platform
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scenario.objects.emplace_back(0x33, 8, 5, 0x12, 0); // Boss platform
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// Walls around the room
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for (int x = 0; x < 16; x++) {
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scenario.objects.emplace_back(0x10, x, 0, 0x12, 0);
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scenario.objects.emplace_back(0x10, x, 10, 0x12, 0);
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}
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for (int y = 1; y < 10; y++) {
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scenario.objects.emplace_back(0x11, 0, y, 0x12, 0);
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scenario.objects.emplace_back(0x11, 15, y, 0x12, 0);
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}
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// Set ROM references and load tiles
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for (auto& obj : scenario.objects) {
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obj.set_rom(rom());
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obj.EnsureTilesLoaded();
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}
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scenario.palette = test_palettes_[4]; // Boss room palette
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scenario.expected_width = 256;
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scenario.expected_height = 176;
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scenarios_.push_back(scenario);
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}
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void CreatePuzzleRoomScenario() {
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DungeonScenario scenario;
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scenario.name = "Puzzle Room";
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// Puzzle rooms have specific interactive elements
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scenario.objects.emplace_back(0x40, 4, 4, 0x12, 0); // Switch
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scenario.objects.emplace_back(0x41, 8, 6, 0x12, 0); // Block
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scenario.objects.emplace_back(0x42, 6, 8, 0x12, 0); // Pressure plate
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// Chests for puzzle rewards
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scenario.objects.emplace_back(0xF9, 2, 2, 0x12, 0); // Small chest
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scenario.objects.emplace_back(0xFA, 12, 2, 0x12, 0); // Large chest
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// Decorative elements
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scenario.objects.emplace_back(0x50, 1, 5, 0x12, 0); // Torch
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scenario.objects.emplace_back(0x51, 14, 5, 0x12, 0); // Torch
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// Set ROM references and load tiles
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for (auto& obj : scenario.objects) {
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obj.set_rom(rom());
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obj.EnsureTilesLoaded();
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}
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scenario.palette = test_palettes_[3]; // Dark Palace palette
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scenario.expected_width = 256;
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scenario.expected_height = 176;
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scenarios_.push_back(scenario);
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}
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void CreateDungeonPalette() {
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gfx::SnesPalette palette;
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// Standard dungeon colors (grays and browns)
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palette.AddColor(gfx::SnesColor(0x00, 0x00, 0x00)); // Black
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palette.AddColor(gfx::SnesColor(0x20, 0x20, 0x20)); // Dark gray
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palette.AddColor(gfx::SnesColor(0x40, 0x40, 0x40)); // Medium gray
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palette.AddColor(gfx::SnesColor(0x60, 0x60, 0x60)); // Light gray
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palette.AddColor(gfx::SnesColor(0x80, 0x80, 0x80)); // Very light gray
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palette.AddColor(gfx::SnesColor(0xA0, 0xA0, 0xA0)); // Almost white
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palette.AddColor(gfx::SnesColor(0xC0, 0xC0, 0xC0)); // White
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palette.AddColor(gfx::SnesColor(0x80, 0x40, 0x20)); // Brown
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palette.AddColor(gfx::SnesColor(0xA0, 0x60, 0x40)); // Light brown
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palette.AddColor(gfx::SnesColor(0x60, 0x80, 0x40)); // Green
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palette.AddColor(gfx::SnesColor(0x40, 0x60, 0x80)); // Blue
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palette.AddColor(gfx::SnesColor(0x80, 0x40, 0x80)); // Purple
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palette.AddColor(gfx::SnesColor(0x80, 0x80, 0x40)); // Yellow
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palette.AddColor(gfx::SnesColor(0x80, 0x40, 0x40)); // Red
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palette.AddColor(gfx::SnesColor(0x40, 0x80, 0x80)); // Cyan
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palette.AddColor(gfx::SnesColor(0xFF, 0xFF, 0xFF)); // Pure white
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test_palettes_.push_back(palette);
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}
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void CreateIcePalacePalette() {
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gfx::SnesPalette palette;
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// Ice Palace colors (blues and whites)
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palette.AddColor(gfx::SnesColor(0x00, 0x00, 0x00)); // Black
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palette.AddColor(gfx::SnesColor(0x20, 0x40, 0x80)); // Dark blue
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palette.AddColor(gfx::SnesColor(0x40, 0x60, 0xA0)); // Medium blue
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palette.AddColor(gfx::SnesColor(0x60, 0x80, 0xC0)); // Light blue
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palette.AddColor(gfx::SnesColor(0x80, 0xA0, 0xE0)); // Very light blue
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palette.AddColor(gfx::SnesColor(0xA0, 0xC0, 0xFF)); // Pale blue
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palette.AddColor(gfx::SnesColor(0xC0, 0xE0, 0xFF)); // Almost white
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palette.AddColor(gfx::SnesColor(0xE0, 0xF0, 0xFF)); // White
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palette.AddColor(gfx::SnesColor(0x40, 0x80, 0xC0)); // Ice blue
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palette.AddColor(gfx::SnesColor(0x60, 0xA0, 0xE0)); // Light ice
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palette.AddColor(gfx::SnesColor(0x80, 0xC0, 0xFF)); // Pale ice
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palette.AddColor(gfx::SnesColor(0x20, 0x60, 0xA0)); // Deep ice
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palette.AddColor(gfx::SnesColor(0x00, 0x40, 0x80)); // Dark ice
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palette.AddColor(gfx::SnesColor(0x60, 0x80, 0xA0)); // Gray-blue
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palette.AddColor(gfx::SnesColor(0x80, 0xA0, 0xC0)); // Light gray-blue
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palette.AddColor(gfx::SnesColor(0xFF, 0xFF, 0xFF)); // Pure white
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test_palettes_.push_back(palette);
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}
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void CreateDesertPalacePalette() {
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gfx::SnesPalette palette;
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// Desert Palace colors (yellows, oranges, and browns)
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palette.AddColor(gfx::SnesColor(0x00, 0x00, 0x00)); // Black
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palette.AddColor(gfx::SnesColor(0x40, 0x20, 0x00)); // Dark brown
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palette.AddColor(gfx::SnesColor(0x60, 0x40, 0x20)); // Medium brown
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palette.AddColor(gfx::SnesColor(0x80, 0x60, 0x40)); // Light brown
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palette.AddColor(gfx::SnesColor(0xA0, 0x80, 0x60)); // Very light brown
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palette.AddColor(gfx::SnesColor(0xC0, 0xA0, 0x80)); // Tan
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palette.AddColor(gfx::SnesColor(0xE0, 0xC0, 0xA0)); // Light tan
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palette.AddColor(gfx::SnesColor(0xFF, 0xE0, 0xC0)); // Cream
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palette.AddColor(gfx::SnesColor(0x80, 0x40, 0x00)); // Orange
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palette.AddColor(gfx::SnesColor(0xA0, 0x60, 0x20)); // Light orange
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palette.AddColor(gfx::SnesColor(0xC0, 0x80, 0x40)); // Pale orange
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palette.AddColor(gfx::SnesColor(0xE0, 0xA0, 0x60)); // Very pale orange
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palette.AddColor(gfx::SnesColor(0x60, 0x60, 0x20)); // Olive
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palette.AddColor(gfx::SnesColor(0x80, 0x80, 0x40)); // Light olive
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palette.AddColor(gfx::SnesColor(0xA0, 0xA0, 0x60)); // Very light olive
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palette.AddColor(gfx::SnesColor(0xFF, 0xFF, 0xFF)); // Pure white
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test_palettes_.push_back(palette);
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}
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void CreateDarkPalacePalette() {
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gfx::SnesPalette palette;
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// Palace of Darkness colors (dark purples and grays)
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palette.AddColor(gfx::SnesColor(0x00, 0x00, 0x00)); // Black
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palette.AddColor(gfx::SnesColor(0x20, 0x00, 0x20)); // Dark purple
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palette.AddColor(gfx::SnesColor(0x40, 0x20, 0x40)); // Medium purple
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palette.AddColor(gfx::SnesColor(0x60, 0x40, 0x60)); // Light purple
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palette.AddColor(gfx::SnesColor(0x80, 0x60, 0x80)); // Very light purple
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palette.AddColor(gfx::SnesColor(0xA0, 0x80, 0xA0)); // Pale purple
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palette.AddColor(gfx::SnesColor(0xC0, 0xA0, 0xC0)); // Almost white purple
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palette.AddColor(gfx::SnesColor(0x10, 0x10, 0x10)); // Very dark gray
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palette.AddColor(gfx::SnesColor(0x30, 0x30, 0x30)); // Dark gray
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palette.AddColor(gfx::SnesColor(0x50, 0x50, 0x50)); // Medium gray
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palette.AddColor(gfx::SnesColor(0x70, 0x70, 0x70)); // Light gray
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palette.AddColor(gfx::SnesColor(0x90, 0x90, 0x90)); // Very light gray
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palette.AddColor(gfx::SnesColor(0xB0, 0xB0, 0xB0)); // Almost white
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palette.AddColor(gfx::SnesColor(0xD0, 0xD0, 0xD0)); // Off white
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palette.AddColor(gfx::SnesColor(0xF0, 0xF0, 0xF0)); // Near white
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palette.AddColor(gfx::SnesColor(0xFF, 0xFF, 0xFF)); // Pure white
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test_palettes_.push_back(palette);
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}
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void CreateBossRoomPalette() {
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gfx::SnesPalette palette;
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// Boss room colors (dramatic reds, golds, and blacks)
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palette.AddColor(gfx::SnesColor(0x00, 0x00, 0x00)); // Black
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palette.AddColor(gfx::SnesColor(0x40, 0x00, 0x00)); // Dark red
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palette.AddColor(gfx::SnesColor(0x60, 0x20, 0x00)); // Dark red-orange
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palette.AddColor(gfx::SnesColor(0x80, 0x40, 0x00)); // Red-orange
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palette.AddColor(gfx::SnesColor(0xA0, 0x60, 0x20)); // Orange
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palette.AddColor(gfx::SnesColor(0xC0, 0x80, 0x40)); // Light orange
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palette.AddColor(gfx::SnesColor(0xE0, 0xA0, 0x60)); // Very light orange
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palette.AddColor(gfx::SnesColor(0x80, 0x60, 0x00)); // Dark gold
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palette.AddColor(gfx::SnesColor(0xA0, 0x80, 0x20)); // Gold
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palette.AddColor(gfx::SnesColor(0xC0, 0xA0, 0x40)); // Light gold
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palette.AddColor(gfx::SnesColor(0xE0, 0xC0, 0x60)); // Very light gold
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palette.AddColor(gfx::SnesColor(0x20, 0x20, 0x20)); // Dark gray
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palette.AddColor(gfx::SnesColor(0x40, 0x40, 0x40)); // Medium gray
|
||||
palette.AddColor(gfx::SnesColor(0x60, 0x60, 0x60)); // Light gray
|
||||
palette.AddColor(gfx::SnesColor(0x80, 0x80, 0x80)); // Very light gray
|
||||
palette.AddColor(gfx::SnesColor(0xFF, 0xFF, 0xFF)); // Pure white
|
||||
test_palettes_.push_back(palette);
|
||||
}
|
||||
};
|
||||
|
||||
// Scenario-based rendering tests
|
||||
TEST_F(DungeonObjectRenderingTests, EmptyRoomRendering) {
|
||||
ASSERT_GE(scenarios_.size(), 1) << "Empty room scenario not available";
|
||||
|
||||
const auto& scenario = scenarios_[0];
|
||||
auto result = renderer_->RenderObjects(scenario.objects, scenario.palette);
|
||||
|
||||
ASSERT_TRUE(result.ok()) << "Empty room rendering failed: " << result.status().message();
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_TRUE(bitmap.is_active()) << "Empty room bitmap not active";
|
||||
EXPECT_GE(bitmap.width(), scenario.expected_width) << "Empty room width too small";
|
||||
EXPECT_GE(bitmap.height(), scenario.expected_height) << "Empty room height too small";
|
||||
|
||||
// Verify wall objects are rendered
|
||||
EXPECT_GT(bitmap.size(), 0) << "Empty room bitmap has no content";
|
||||
}
|
||||
|
||||
TEST_F(DungeonObjectRenderingTests, MultiObjectRoomRendering) {
|
||||
ASSERT_GE(scenarios_.size(), 2) << "Multi-object scenario not available";
|
||||
|
||||
const auto& scenario = scenarios_[1];
|
||||
auto result = renderer_->RenderObjects(scenario.objects, scenario.palette);
|
||||
|
||||
ASSERT_TRUE(result.ok()) << "Multi-object room rendering failed: " << result.status().message();
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_TRUE(bitmap.is_active()) << "Multi-object room bitmap not active";
|
||||
EXPECT_GE(bitmap.width(), scenario.expected_width) << "Multi-object room width too small";
|
||||
EXPECT_GE(bitmap.height(), scenario.expected_height) << "Multi-object room height too small";
|
||||
|
||||
// Verify different object types are rendered
|
||||
EXPECT_GT(bitmap.size(), 0) << "Multi-object room bitmap has no content";
|
||||
}
|
||||
|
||||
TEST_F(DungeonObjectRenderingTests, ComplexRoomRendering) {
|
||||
ASSERT_GE(scenarios_.size(), 3) << "Complex room scenario not available";
|
||||
|
||||
const auto& scenario = scenarios_[2];
|
||||
auto result = renderer_->RenderObjects(scenario.objects, scenario.palette);
|
||||
|
||||
ASSERT_TRUE(result.ok()) << "Complex room rendering failed: " << result.status().message();
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_TRUE(bitmap.is_active()) << "Complex room bitmap not active";
|
||||
EXPECT_GT(bitmap.width(), 0) << "Complex room width not positive";
|
||||
EXPECT_GT(bitmap.height(), 0) << "Complex room height not positive";
|
||||
|
||||
// Verify all subtypes are rendered correctly
|
||||
EXPECT_GT(bitmap.size(), 0) << "Complex room bitmap has no content";
|
||||
}
|
||||
|
||||
TEST_F(DungeonObjectRenderingTests, LargeRoomRendering) {
|
||||
ASSERT_GE(scenarios_.size(), 4) << "Large room scenario not available";
|
||||
|
||||
const auto& scenario = scenarios_[3];
|
||||
auto result = renderer_->RenderObjects(scenario.objects, scenario.palette);
|
||||
|
||||
ASSERT_TRUE(result.ok()) << "Large room rendering failed: " << result.status().message();
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_TRUE(bitmap.is_active()) << "Large room bitmap not active";
|
||||
EXPECT_GT(bitmap.width(), 0) << "Large room width not positive";
|
||||
EXPECT_GT(bitmap.height(), 0) << "Large room height not positive";
|
||||
|
||||
// Verify performance with many objects
|
||||
auto stats = renderer_->GetPerformanceStats();
|
||||
EXPECT_GT(stats.objects_rendered, 0) << "Large room objects not rendered";
|
||||
EXPECT_GT(stats.tiles_rendered, 0) << "Large room tiles not rendered";
|
||||
}
|
||||
|
||||
TEST_F(DungeonObjectRenderingTests, BossRoomRendering) {
|
||||
ASSERT_GE(scenarios_.size(), 5) << "Boss room scenario not available";
|
||||
|
||||
const auto& scenario = scenarios_[4];
|
||||
auto result = renderer_->RenderObjects(scenario.objects, scenario.palette);
|
||||
|
||||
ASSERT_TRUE(result.ok()) << "Boss room rendering failed: " << result.status().message();
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_TRUE(bitmap.is_active()) << "Boss room bitmap not active";
|
||||
EXPECT_GT(bitmap.width(), 0) << "Boss room width not positive";
|
||||
EXPECT_GT(bitmap.height(), 0) << "Boss room height not positive";
|
||||
|
||||
// Verify boss-specific objects are rendered
|
||||
EXPECT_GT(bitmap.size(), 0) << "Boss room bitmap has no content";
|
||||
}
|
||||
|
||||
TEST_F(DungeonObjectRenderingTests, PuzzleRoomRendering) {
|
||||
ASSERT_GE(scenarios_.size(), 6) << "Puzzle room scenario not available";
|
||||
|
||||
const auto& scenario = scenarios_[5];
|
||||
auto result = renderer_->RenderObjects(scenario.objects, scenario.palette);
|
||||
|
||||
ASSERT_TRUE(result.ok()) << "Puzzle room rendering failed: " << result.status().message();
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_TRUE(bitmap.is_active()) << "Puzzle room bitmap not active";
|
||||
EXPECT_GT(bitmap.width(), 0) << "Puzzle room width not positive";
|
||||
EXPECT_GT(bitmap.height(), 0) << "Puzzle room height not positive";
|
||||
|
||||
// Verify puzzle elements are rendered
|
||||
EXPECT_GT(bitmap.size(), 0) << "Puzzle room bitmap has no content";
|
||||
}
|
||||
|
||||
// Palette-specific rendering tests
|
||||
TEST_F(DungeonObjectRenderingTests, PaletteConsistency) {
|
||||
ASSERT_GE(scenarios_.size(), 1) << "Test scenario not available";
|
||||
|
||||
const auto& scenario = scenarios_[0];
|
||||
|
||||
// Render with different palettes
|
||||
for (size_t i = 0; i < test_palettes_.size(); i++) {
|
||||
auto result = renderer_->RenderObjects(scenario.objects, test_palettes_[i]);
|
||||
ASSERT_TRUE(result.ok()) << "Palette " << i << " rendering failed: " << result.status().message();
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_TRUE(bitmap.is_active()) << "Palette " << i << " bitmap not active";
|
||||
EXPECT_GT(bitmap.size(), 0) << "Palette " << i << " bitmap has no content";
|
||||
}
|
||||
}
|
||||
|
||||
// Performance tests with realistic scenarios
|
||||
TEST_F(DungeonObjectRenderingTests, ScenarioPerformanceBenchmark) {
|
||||
const int iterations = 10;
|
||||
|
||||
for (const auto& scenario : scenarios_) {
|
||||
auto start_time = std::chrono::high_resolution_clock::now();
|
||||
|
||||
for (int i = 0; i < iterations; i++) {
|
||||
auto result = renderer_->RenderObjects(scenario.objects, scenario.palette);
|
||||
ASSERT_TRUE(result.ok()) << "Scenario " << scenario.name
|
||||
<< " rendering failed: " << result.status().message();
|
||||
}
|
||||
|
||||
auto end_time = std::chrono::high_resolution_clock::now();
|
||||
auto duration = std::chrono::duration_cast<std::chrono::milliseconds>(end_time - start_time);
|
||||
|
||||
// Each scenario should render within reasonable time
|
||||
EXPECT_LT(duration.count(), 5000) << "Scenario " << scenario.name
|
||||
<< " performance below expectations: "
|
||||
<< duration.count() << "ms";
|
||||
}
|
||||
}
|
||||
|
||||
// Memory usage tests with realistic scenarios
|
||||
TEST_F(DungeonObjectRenderingTests, ScenarioMemoryUsage) {
|
||||
size_t initial_memory = renderer_->GetMemoryUsage();
|
||||
|
||||
// Render all scenarios multiple times
|
||||
for (int round = 0; round < 3; round++) {
|
||||
for (const auto& scenario : scenarios_) {
|
||||
auto result = renderer_->RenderObjects(scenario.objects, scenario.palette);
|
||||
ASSERT_TRUE(result.ok()) << "Scenario memory test failed: " << result.status().message();
|
||||
}
|
||||
}
|
||||
|
||||
size_t final_memory = renderer_->GetMemoryUsage();
|
||||
|
||||
// Memory usage should not grow excessively
|
||||
EXPECT_LT(final_memory, initial_memory * 5) << "Memory leak detected in scenario tests: "
|
||||
<< initial_memory << " -> " << final_memory;
|
||||
|
||||
// Clear cache and verify memory reduction
|
||||
renderer_->ClearCache();
|
||||
size_t memory_after_clear = renderer_->GetMemoryUsage();
|
||||
EXPECT_LE(memory_after_clear, final_memory) << "Cache clear did not reduce memory usage";
|
||||
}
|
||||
|
||||
// Object interaction tests
|
||||
TEST_F(DungeonObjectRenderingTests, ObjectOverlapHandling) {
|
||||
// Create objects that overlap
|
||||
std::vector<zelda3::RoomObject> overlapping_objects;
|
||||
|
||||
// Two objects at the same position
|
||||
overlapping_objects.emplace_back(0x10, 5, 5, 0x12, 0);
|
||||
overlapping_objects.emplace_back(0x20, 5, 5, 0x12, 1); // Different layer
|
||||
|
||||
// Objects that partially overlap
|
||||
overlapping_objects.emplace_back(0x30, 3, 3, 0x12, 0);
|
||||
overlapping_objects.emplace_back(0x31, 4, 4, 0x12, 0);
|
||||
|
||||
// Set ROM references and load tiles
|
||||
for (auto& obj : overlapping_objects) {
|
||||
obj.set_rom(rom());
|
||||
obj.EnsureTilesLoaded();
|
||||
}
|
||||
|
||||
auto result = renderer_->RenderObjects(overlapping_objects, test_palettes_[0]);
|
||||
ASSERT_TRUE(result.ok()) << "Overlapping objects rendering failed: " << result.status().message();
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_TRUE(bitmap.is_active()) << "Overlapping objects bitmap not active";
|
||||
EXPECT_GT(bitmap.size(), 0) << "Overlapping objects bitmap has no content";
|
||||
}
|
||||
|
||||
TEST_F(DungeonObjectRenderingTests, LayerRenderingOrder) {
|
||||
// Create objects on different layers
|
||||
std::vector<zelda3::RoomObject> layered_objects;
|
||||
|
||||
// Background layer (0)
|
||||
layered_objects.emplace_back(0x10, 5, 5, 0x12, 0);
|
||||
|
||||
// Middle layer (1)
|
||||
layered_objects.emplace_back(0x20, 5, 5, 0x12, 1);
|
||||
|
||||
// Foreground layer (2)
|
||||
layered_objects.emplace_back(0x30, 5, 5, 0x12, 2);
|
||||
|
||||
// Set ROM references and load tiles
|
||||
for (auto& obj : layered_objects) {
|
||||
obj.set_rom(rom());
|
||||
obj.EnsureTilesLoaded();
|
||||
}
|
||||
|
||||
auto result = renderer_->RenderObjects(layered_objects, test_palettes_[0]);
|
||||
ASSERT_TRUE(result.ok()) << "Layered objects rendering failed: " << result.status().message();
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_TRUE(bitmap.is_active()) << "Layered objects bitmap not active";
|
||||
EXPECT_GT(bitmap.size(), 0) << "Layered objects bitmap has no content";
|
||||
}
|
||||
|
||||
// Cache efficiency with realistic scenarios
|
||||
TEST_F(DungeonObjectRenderingTests, ScenarioCacheEfficiency) {
|
||||
renderer_->ClearCache();
|
||||
|
||||
// Render scenarios multiple times to test cache
|
||||
for (int round = 0; round < 5; round++) {
|
||||
for (const auto& scenario : scenarios_) {
|
||||
auto result = renderer_->RenderObjects(scenario.objects, scenario.palette);
|
||||
ASSERT_TRUE(result.ok()) << "Cache efficiency test failed: " << result.status().message();
|
||||
}
|
||||
}
|
||||
|
||||
auto stats = renderer_->GetPerformanceStats();
|
||||
|
||||
// Cache hit rate should be high after multiple renders
|
||||
EXPECT_GE(stats.cache_hits, 0) << "Cache hits unexpectedly negative";
|
||||
EXPECT_GE(stats.cache_hit_rate(), 0.0) << "Cache hit rate negative: " << stats.cache_hit_rate();
|
||||
}
|
||||
|
||||
// Edge cases in dungeon editing
|
||||
TEST_F(DungeonObjectRenderingTests, BoundaryObjectPlacement) {
|
||||
// Create objects at room boundaries
|
||||
std::vector<zelda3::RoomObject> boundary_objects;
|
||||
|
||||
// Objects at exact boundaries
|
||||
boundary_objects.emplace_back(0x10, 0, 0, 0x12, 0); // Top-left
|
||||
boundary_objects.emplace_back(0x11, 15, 0, 0x12, 0); // Top-right
|
||||
boundary_objects.emplace_back(0x12, 0, 10, 0x12, 0); // Bottom-left
|
||||
boundary_objects.emplace_back(0x13, 15, 10, 0x12, 0); // Bottom-right
|
||||
|
||||
// Objects just outside boundaries (should be handled gracefully)
|
||||
boundary_objects.emplace_back(0x14, -1, 5, 0x12, 0); // Left edge
|
||||
boundary_objects.emplace_back(0x15, 16, 5, 0x12, 0); // Right edge
|
||||
boundary_objects.emplace_back(0x16, 5, -1, 0x12, 0); // Top edge
|
||||
boundary_objects.emplace_back(0x17, 5, 11, 0x12, 0); // Bottom edge
|
||||
|
||||
// Set ROM references and load tiles
|
||||
for (auto& obj : boundary_objects) {
|
||||
obj.set_rom(rom());
|
||||
obj.EnsureTilesLoaded();
|
||||
}
|
||||
|
||||
auto result = renderer_->RenderObjects(boundary_objects, test_palettes_[0]);
|
||||
ASSERT_TRUE(result.ok()) << "Boundary objects rendering failed: " << result.status().message();
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_TRUE(bitmap.is_active()) << "Boundary objects bitmap not active";
|
||||
EXPECT_GT(bitmap.size(), 0) << "Boundary objects bitmap has no content";
|
||||
}
|
||||
|
||||
} // namespace test
|
||||
} // namespace yaze
|
||||
34
test/integration/zelda3/dungeon_room_test.cc
Normal file
34
test/integration/zelda3/dungeon_room_test.cc
Normal file
@@ -0,0 +1,34 @@
|
||||
#include <gmock/gmock.h>
|
||||
#include <gtest/gtest.h>
|
||||
|
||||
#include "app/rom.h"
|
||||
#include "app/zelda3/dungeon/room.h"
|
||||
|
||||
namespace yaze {
|
||||
namespace test {
|
||||
|
||||
class DungeonRoomTest : public ::testing::Test {
|
||||
protected:
|
||||
void SetUp() override {
|
||||
// Skip tests on Linux for automated github builds
|
||||
#if defined(__linux__)
|
||||
GTEST_SKIP();
|
||||
#else
|
||||
if (!rom_.LoadFromFile("./zelda3.sfc").ok()) {
|
||||
GTEST_SKIP_("Failed to load test ROM");
|
||||
}
|
||||
#endif
|
||||
}
|
||||
void TearDown() override {}
|
||||
|
||||
Rom rom_;
|
||||
};
|
||||
|
||||
TEST_F(DungeonRoomTest, SingleRoomLoadOk) {
|
||||
zelda3::Room test_room(/*room_id=*/0, &rom_);
|
||||
|
||||
test_room = zelda3::LoadRoomFromRom(&rom_, /*room_id=*/0);
|
||||
}
|
||||
|
||||
} // namespace test
|
||||
} // namespace yaze
|
||||
212
test/integration/zelda3/message_test.cc
Normal file
212
test/integration/zelda3/message_test.cc
Normal file
@@ -0,0 +1,212 @@
|
||||
#include <gtest/gtest.h>
|
||||
#include <filesystem>
|
||||
|
||||
#include "app/editor/message/message_data.h"
|
||||
#include "app/editor/message/message_editor.h"
|
||||
#include "testing.h"
|
||||
|
||||
namespace yaze {
|
||||
namespace test {
|
||||
|
||||
class MessageRomTest : public ::testing::Test {
|
||||
protected:
|
||||
void SetUp() override {
|
||||
// Skip tests if ROM is not available
|
||||
if (getenv("YAZE_SKIP_ROM_TESTS")) {
|
||||
GTEST_SKIP() << "ROM tests disabled";
|
||||
}
|
||||
|
||||
// Check if ROM file exists
|
||||
std::string rom_path = "zelda3.sfc";
|
||||
if (!std::filesystem::exists(rom_path)) {
|
||||
GTEST_SKIP() << "Test ROM not found: " << rom_path;
|
||||
}
|
||||
|
||||
EXPECT_OK(rom_.LoadFromFile(rom_path));
|
||||
dictionary_ = editor::BuildDictionaryEntries(&rom_);
|
||||
}
|
||||
void TearDown() override {}
|
||||
|
||||
Rom rom_;
|
||||
editor::MessageEditor message_editor_;
|
||||
std::vector<editor::DictionaryEntry> dictionary_;
|
||||
};
|
||||
|
||||
TEST_F(MessageRomTest, ParseSingleMessage_CommandParsing) {
|
||||
std::vector<uint8_t> mock_data = {0x6A, 0x7F, 0x00};
|
||||
int pos = 0;
|
||||
|
||||
auto result = editor::ParseSingleMessage(mock_data, &pos);
|
||||
EXPECT_TRUE(result.ok());
|
||||
const auto message_data = result.value();
|
||||
|
||||
// Verify that the command was recognized and parsed
|
||||
EXPECT_EQ(message_data.ContentsParsed, "[L]");
|
||||
EXPECT_EQ(pos, 2);
|
||||
}
|
||||
|
||||
TEST_F(MessageRomTest, ParseSingleMessage_BasicAscii) {
|
||||
// A, B, C, terminator
|
||||
std::vector<uint8_t> mock_data = {0x00, 0x01, 0x02, 0x7F, 0x00};
|
||||
int pos = 0;
|
||||
|
||||
auto result = editor::ParseSingleMessage(mock_data, &pos);
|
||||
ASSERT_TRUE(result.ok());
|
||||
const auto message_data = result.value();
|
||||
EXPECT_EQ(pos, 4); // consumed all 4 bytes
|
||||
|
||||
std::vector<editor::MessageData> message_data_vector = {message_data};
|
||||
auto parsed = editor::ParseMessageData(message_data_vector, dictionary_);
|
||||
|
||||
EXPECT_THAT(parsed, ::testing::ElementsAre("ABC"));
|
||||
}
|
||||
|
||||
TEST_F(MessageRomTest, FindMatchingCharacter_Success) {
|
||||
EXPECT_EQ(editor::FindMatchingCharacter('A'), 0x00);
|
||||
EXPECT_EQ(editor::FindMatchingCharacter('Z'), 0x19);
|
||||
EXPECT_EQ(editor::FindMatchingCharacter('a'), 0x1A);
|
||||
EXPECT_EQ(editor::FindMatchingCharacter('z'), 0x33);
|
||||
}
|
||||
|
||||
TEST_F(MessageRomTest, FindMatchingCharacter_Failure) {
|
||||
EXPECT_EQ(editor::FindMatchingCharacter('@'), 0xFF);
|
||||
EXPECT_EQ(editor::FindMatchingCharacter('#'), 0xFF);
|
||||
}
|
||||
|
||||
TEST_F(MessageRomTest, FindDictionaryEntry_Success) {
|
||||
EXPECT_EQ(editor::FindDictionaryEntry(0x88), 0x00);
|
||||
EXPECT_EQ(editor::FindDictionaryEntry(0x90), 0x08);
|
||||
}
|
||||
|
||||
TEST_F(MessageRomTest, FindDictionaryEntry_Failure) {
|
||||
EXPECT_EQ(editor::FindDictionaryEntry(0x00), -1);
|
||||
EXPECT_EQ(editor::FindDictionaryEntry(0xFF), -1);
|
||||
}
|
||||
|
||||
TEST_F(MessageRomTest, ParseMessageToData_Basic) {
|
||||
std::string input = "[L][C:01]ABC";
|
||||
auto result = editor::ParseMessageToData(input);
|
||||
std::vector<uint8_t> expected = {0x6A, 0x77, 0x01, 0x00, 0x01, 0x02};
|
||||
EXPECT_EQ(result, expected);
|
||||
}
|
||||
|
||||
TEST_F(MessageRomTest, ReplaceAllDictionaryWords_Success) {
|
||||
std::vector<editor::DictionaryEntry> mock_dict = {
|
||||
editor::DictionaryEntry(0x00, "test"),
|
||||
editor::DictionaryEntry(0x01, "message")};
|
||||
std::string input = "This is a test message.";
|
||||
auto result = editor::ReplaceAllDictionaryWords(input, mock_dict);
|
||||
EXPECT_EQ(result, "This is a [D:00] [D:01].");
|
||||
}
|
||||
|
||||
TEST_F(MessageRomTest, ReplaceAllDictionaryWords_NoMatch) {
|
||||
std::vector<editor::DictionaryEntry> mock_dict = {
|
||||
editor::DictionaryEntry(0x00, "hello")};
|
||||
std::string input = "No matching words.";
|
||||
auto result = editor::ReplaceAllDictionaryWords(input, mock_dict);
|
||||
EXPECT_EQ(result, "No matching words.");
|
||||
}
|
||||
|
||||
TEST_F(MessageRomTest, ParseTextDataByte_Success) {
|
||||
EXPECT_EQ(editor::ParseTextDataByte(0x00), "A");
|
||||
EXPECT_EQ(editor::ParseTextDataByte(0x74), "[1]");
|
||||
EXPECT_EQ(editor::ParseTextDataByte(0x88), "[D:00]");
|
||||
}
|
||||
|
||||
TEST_F(MessageRomTest, ParseTextDataByte_Failure) {
|
||||
EXPECT_EQ(editor::ParseTextDataByte(0xFF), "");
|
||||
}
|
||||
|
||||
TEST_F(MessageRomTest, ParseSingleMessage_SpecialCharacters) {
|
||||
std::vector<uint8_t> mock_data = {0x4D, 0x4E, 0x4F, 0x50, 0x7F};
|
||||
int pos = 0;
|
||||
|
||||
auto result = editor::ParseSingleMessage(mock_data, &pos);
|
||||
ASSERT_TRUE(result.ok());
|
||||
const auto message_data = result.value();
|
||||
|
||||
EXPECT_EQ(message_data.ContentsParsed, "[UP][DOWN][LEFT][RIGHT]");
|
||||
EXPECT_EQ(pos, 5);
|
||||
}
|
||||
|
||||
TEST_F(MessageRomTest, ParseSingleMessage_DictionaryReference) {
|
||||
std::vector<uint8_t> mock_data = {0x88, 0x89, 0x7F};
|
||||
int pos = 0;
|
||||
|
||||
auto result = editor::ParseSingleMessage(mock_data, &pos);
|
||||
ASSERT_TRUE(result.ok());
|
||||
const auto message_data = result.value();
|
||||
|
||||
EXPECT_EQ(message_data.ContentsParsed, "[D:00][D:01]");
|
||||
EXPECT_EQ(pos, 3);
|
||||
}
|
||||
|
||||
TEST_F(MessageRomTest, ParseSingleMessage_InvalidTerminator) {
|
||||
std::vector<uint8_t> mock_data = {0x00, 0x01, 0x02}; // No terminator
|
||||
int pos = 0;
|
||||
|
||||
auto result = editor::ParseSingleMessage(mock_data, &pos);
|
||||
EXPECT_FALSE(result.ok());
|
||||
}
|
||||
|
||||
TEST_F(MessageRomTest, ParseSingleMessage_EmptyData) {
|
||||
std::vector<uint8_t> mock_data = {0x7F};
|
||||
int pos = 0;
|
||||
|
||||
auto result = editor::ParseSingleMessage(mock_data, &pos);
|
||||
ASSERT_TRUE(result.ok());
|
||||
const auto message_data = result.value();
|
||||
|
||||
EXPECT_EQ(message_data.ContentsParsed, "");
|
||||
EXPECT_EQ(pos, 1);
|
||||
}
|
||||
|
||||
TEST_F(MessageRomTest, OptimizeMessageForDictionary_Basic) {
|
||||
std::vector<editor::DictionaryEntry> mock_dict = {
|
||||
editor::DictionaryEntry(0x00, "Link"),
|
||||
editor::DictionaryEntry(0x01, "Zelda")};
|
||||
std::string input = "[L] rescued Zelda from danger.";
|
||||
|
||||
editor::MessageData message_data;
|
||||
std::string optimized =
|
||||
message_data.OptimizeMessageForDictionary(input, mock_dict);
|
||||
|
||||
EXPECT_EQ(optimized, "[L] rescued [D:01] from danger.");
|
||||
}
|
||||
|
||||
TEST_F(MessageRomTest, SetMessage_Success) {
|
||||
std::vector<editor::DictionaryEntry> mock_dict = {
|
||||
editor::DictionaryEntry(0x00, "item")};
|
||||
editor::MessageData message_data;
|
||||
std::string input = "You got an item!";
|
||||
|
||||
message_data.SetMessage(input, mock_dict);
|
||||
|
||||
EXPECT_EQ(message_data.RawString, "You got an item!");
|
||||
EXPECT_EQ(message_data.ContentsParsed, "You got an [D:00]!");
|
||||
}
|
||||
|
||||
TEST_F(MessageRomTest, FindMatchingElement_CommandWithArgument) {
|
||||
std::string input = "[W:02]";
|
||||
editor::ParsedElement result = editor::FindMatchingElement(input);
|
||||
|
||||
EXPECT_TRUE(result.Active);
|
||||
EXPECT_EQ(result.Parent.Token, "W");
|
||||
EXPECT_EQ(result.Value, 0x02);
|
||||
}
|
||||
|
||||
TEST_F(MessageRomTest, FindMatchingElement_InvalidCommand) {
|
||||
std::string input = "[INVALID]";
|
||||
editor::ParsedElement result = editor::FindMatchingElement(input);
|
||||
|
||||
EXPECT_FALSE(result.Active);
|
||||
}
|
||||
|
||||
TEST_F(MessageRomTest, BuildDictionaryEntries_CorrectSize) {
|
||||
auto result = editor::BuildDictionaryEntries(&rom_);
|
||||
EXPECT_EQ(result.size(), editor::kNumDictionaryEntries);
|
||||
EXPECT_FALSE(result.empty());
|
||||
}
|
||||
|
||||
} // namespace test
|
||||
} // namespace yaze
|
||||
157
test/integration/zelda3/sprite_position_test.cc
Normal file
157
test/integration/zelda3/sprite_position_test.cc
Normal file
@@ -0,0 +1,157 @@
|
||||
#include <gtest/gtest.h>
|
||||
#include <memory>
|
||||
#include <iostream>
|
||||
#include <iomanip>
|
||||
#include <fstream>
|
||||
|
||||
#include "app/rom.h"
|
||||
#include "app/zelda3/overworld/overworld.h"
|
||||
#include "app/zelda3/overworld/overworld_map.h"
|
||||
|
||||
namespace yaze {
|
||||
namespace zelda3 {
|
||||
|
||||
class SpritePositionTest : public ::testing::Test {
|
||||
protected:
|
||||
void SetUp() override {
|
||||
// Try to load a vanilla ROM for testing
|
||||
rom_ = std::make_unique<Rom>();
|
||||
std::string rom_path = "bin/zelda3.sfc";
|
||||
|
||||
// Check if ROM exists in build directory
|
||||
std::ifstream rom_file(rom_path);
|
||||
if (rom_file.good()) {
|
||||
ASSERT_TRUE(rom_->LoadFromFile(rom_path).ok()) << "Failed to load ROM from " << rom_path;
|
||||
} else {
|
||||
// Skip test if ROM not found
|
||||
GTEST_SKIP() << "ROM file not found at " << rom_path;
|
||||
}
|
||||
|
||||
overworld_ = std::make_unique<Overworld>(rom_.get());
|
||||
ASSERT_TRUE(overworld_->Load(rom_.get()).ok()) << "Failed to load overworld";
|
||||
}
|
||||
|
||||
void TearDown() override {
|
||||
overworld_.reset();
|
||||
rom_.reset();
|
||||
}
|
||||
|
||||
std::unique_ptr<Rom> rom_;
|
||||
std::unique_ptr<Overworld> overworld_;
|
||||
};
|
||||
|
||||
// Test sprite coordinate system understanding
|
||||
TEST_F(SpritePositionTest, SpriteCoordinateSystem) {
|
||||
// Test sprites from different worlds
|
||||
for (int game_state = 0; game_state < 3; game_state++) {
|
||||
const auto& sprites = overworld_->sprites(game_state);
|
||||
std::cout << "\n=== Game State " << game_state << " ===" << std::endl;
|
||||
std::cout << "Total sprites: " << sprites.size() << std::endl;
|
||||
|
||||
int sprite_count = 0;
|
||||
for (const auto& sprite : sprites) {
|
||||
if (!sprite.deleted() && sprite_count < 10) { // Show first 10 sprites
|
||||
std::cout << "Sprite " << std::hex << std::setw(2) << std::setfill('0')
|
||||
<< static_cast<int>(sprite.id()) << " (" << const_cast<Sprite&>(sprite).name() << ")" << std::endl;
|
||||
std::cout << " Map ID: 0x" << std::hex << std::setw(2) << std::setfill('0')
|
||||
<< sprite.map_id() << std::endl;
|
||||
std::cout << " X: " << std::dec << sprite.x() << " (0x" << std::hex << sprite.x() << ")" << std::endl;
|
||||
std::cout << " Y: " << std::dec << sprite.y() << " (0x" << std::hex << sprite.y() << ")" << std::endl;
|
||||
std::cout << " map_x: " << std::dec << sprite.map_x() << std::endl;
|
||||
std::cout << " map_y: " << std::dec << sprite.map_y() << std::endl;
|
||||
|
||||
// Calculate expected world ranges
|
||||
int world_start = game_state * 0x40;
|
||||
int world_end = world_start + 0x40;
|
||||
std::cout << " World range: 0x" << std::hex << world_start << " - 0x" << world_end << std::endl;
|
||||
|
||||
sprite_count++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Test sprite filtering logic
|
||||
TEST_F(SpritePositionTest, SpriteFilteringLogic) {
|
||||
// Test the filtering logic used in DrawOverworldSprites
|
||||
for (int current_world = 0; current_world < 3; current_world++) {
|
||||
const auto& sprites = overworld_->sprites(current_world);
|
||||
|
||||
std::cout << "\n=== Testing World " << current_world << " Filtering ===" << std::endl;
|
||||
|
||||
int visible_sprites = 0;
|
||||
int total_sprites = 0;
|
||||
|
||||
for (const auto& sprite : sprites) {
|
||||
if (!sprite.deleted()) {
|
||||
total_sprites++;
|
||||
|
||||
// This is the filtering logic from DrawOverworldSprites
|
||||
bool should_show = (sprite.map_id() < 0x40 + (current_world * 0x40) &&
|
||||
sprite.map_id() >= (current_world * 0x40));
|
||||
|
||||
if (should_show) {
|
||||
visible_sprites++;
|
||||
std::cout << " Visible: Sprite 0x" << std::hex << static_cast<int>(sprite.id())
|
||||
<< " on map 0x" << sprite.map_id() << " at ("
|
||||
<< std::dec << sprite.x() << ", " << sprite.y() << ")" << std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
std::cout << "World " << current_world << ": " << visible_sprites << "/"
|
||||
<< total_sprites << " sprites visible" << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
// Test map coordinate calculations
|
||||
TEST_F(SpritePositionTest, MapCoordinateCalculations) {
|
||||
// Test how map coordinates should be calculated
|
||||
for (int current_world = 0; current_world < 3; current_world++) {
|
||||
const auto& sprites = overworld_->sprites(current_world);
|
||||
|
||||
std::cout << "\n=== World " << current_world << " Coordinate Analysis ===" << std::endl;
|
||||
|
||||
for (const auto& sprite : sprites) {
|
||||
if (!sprite.deleted() &&
|
||||
sprite.map_id() < 0x40 + (current_world * 0x40) &&
|
||||
sprite.map_id() >= (current_world * 0x40)) {
|
||||
|
||||
// Calculate map position
|
||||
int sprite_map_id = sprite.map_id();
|
||||
int local_map_index = sprite_map_id - (current_world * 0x40);
|
||||
int map_col = local_map_index % 8;
|
||||
int map_row = local_map_index / 8;
|
||||
|
||||
int map_canvas_x = map_col * 512; // kOverworldMapSize
|
||||
int map_canvas_y = map_row * 512;
|
||||
|
||||
std::cout << "Sprite 0x" << std::hex << static_cast<int>(sprite.id())
|
||||
<< " on map 0x" << sprite_map_id << std::endl;
|
||||
std::cout << " Local map index: " << std::dec << local_map_index << std::endl;
|
||||
std::cout << " Map position: (" << map_col << ", " << map_row << ")" << std::endl;
|
||||
std::cout << " Map canvas pos: (" << map_canvas_x << ", " << map_canvas_y << ")" << std::endl;
|
||||
std::cout << " Sprite global pos: (" << sprite.x() << ", " << sprite.y() << ")" << std::endl;
|
||||
std::cout << " Sprite local pos: (" << sprite.map_x() << ", " << sprite.map_y() << ")" << std::endl;
|
||||
|
||||
// Verify the calculation
|
||||
int expected_global_x = map_canvas_x + sprite.map_x();
|
||||
int expected_global_y = map_canvas_y + sprite.map_y();
|
||||
|
||||
std::cout << " Expected global: (" << expected_global_x << ", " << expected_global_y << ")" << std::endl;
|
||||
std::cout << " Actual global: (" << sprite.x() << ", " << sprite.y() << ")" << std::endl;
|
||||
|
||||
if (expected_global_x == sprite.x() && expected_global_y == sprite.y()) {
|
||||
std::cout << " ✓ Coordinates match!" << std::endl;
|
||||
} else {
|
||||
std::cout << " ✗ Coordinate mismatch!" << std::endl;
|
||||
}
|
||||
|
||||
break; // Only test first sprite for brevity
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace zelda3
|
||||
} // namespace yaze
|
||||
Reference in New Issue
Block a user