fix: apply clang-format and exclude third-party libraries from formatting checks
- Applied clang-format to fix formatting violations in TUI and other source files - Updated CMakeLists.txt to exclude src/lib/* from format targets to prevent third-party library violations - Fixes clang-format violations in chat_tui.cc, tui.cc, and unified_layout.cc - All source files now pass format-check target 🤖 Generated with Claude Code Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
@@ -1,9 +1,8 @@
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#include "gtest/gtest.h"
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#include "absl/strings/str_format.h"
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#include "cli/service/ai/ai_action_parser.h"
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#include "cli/service/ai/ai_gui_controller.h"
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#include "cli/service/ai/vision_action_refiner.h"
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#include "gtest/gtest.h"
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#ifdef YAZE_WITH_GRPC
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#include "cli/service/ai/gemini_ai_service.h"
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@@ -15,7 +14,7 @@ namespace test {
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/**
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* @brief Integration tests for AI-controlled tile placement
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*
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*
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* These tests verify the complete pipeline:
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* 1. Parse natural language commands
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* 2. Execute actions via gRPC
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@@ -1,4 +1,6 @@
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#include <gmock/gmock.h>
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#include <gtest/gtest.h>
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#include <filesystem>
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#include <fstream>
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@@ -7,9 +9,6 @@
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#include "core/asar_wrapper.h"
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#include "testing.h"
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#include <gmock/gmock.h>
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#include <gtest/gtest.h>
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namespace yaze {
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namespace test {
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namespace integration {
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@@ -4,6 +4,7 @@
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#endif
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#include <gtest/gtest.h>
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#include <filesystem>
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#include <fstream>
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@@ -330,7 +331,8 @@ TEST_F(AsarRomIntegrationTest, GameplayModificationPatch) {
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// Check health modification at 0x7EF36C -> ROM offset would need calculation
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// For a proper test, we'd need to convert SNES addresses to ROM offsets
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// Check if custom routine was inserted at 0xC000 -> ROM offset 0x18000 (in LoROM)
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// Check if custom routine was inserted at 0xC000 -> ROM offset 0x18000 (in
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// LoROM)
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const uint32_t rom_offset = 0x18000; // Bank $00:C000 in LoROM
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if (rom_offset < rom_copy.size()) {
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// Check for SEP #$20 instruction (0xE2 0x20)
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@@ -14,7 +14,7 @@ namespace test {
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/**
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* @brief Integration test framework using real ROM data
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*
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*
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* Updated for DungeonEditorV2 with card-based architecture
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*/
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class DungeonEditorIntegrationTest : public ::testing::Test {
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@@ -13,7 +13,7 @@ namespace test {
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/**
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* @brief Integration test framework for DungeonEditorV2
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*
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*
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* Tests the simplified component delegation architecture
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*/
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class DungeonEditorV2IntegrationTest : public ::testing::Test {
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@@ -21,12 +21,14 @@ namespace test {
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/**
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* @class EditorIntegrationTest
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* @brief Base class for editor integration tests
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*
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* This class provides common functionality for testing editors in the application.
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* It sets up the test environment and provides helper methods for ROM operations.
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*
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* For UI interaction testing, use the ImGui test engine API directly within your test functions:
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*
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*
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* This class provides common functionality for testing editors in the
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* application. It sets up the test environment and provides helper methods for
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* ROM operations.
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*
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* For UI interaction testing, use the ImGui test engine API directly within
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* your test functions:
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*
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* ImGuiTest* test = IM_REGISTER_TEST(engine, "test_suite", "test_name");
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* test->TestFunc = [](ImGuiTestContext* ctx) {
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* ctx->SetRef("Window Name");
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@@ -1,10 +1,11 @@
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#include "app/editor/overworld/tile16_editor.h"
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#include <gtest/gtest.h>
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#include <iostream>
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#include <memory>
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#include <vector>
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#include <gtest/gtest.h>
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#include "app/gfx/backend/sdl2_renderer.h"
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#include "app/gfx/core/bitmap.h"
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#include "app/gfx/render/tilemap.h"
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@@ -1,4 +1,5 @@
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#include <gtest/gtest.h>
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#include <chrono>
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#include <map>
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#include <memory>
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@@ -1,16 +1,13 @@
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// Integration tests for dungeon object rendering using ObjectDrawer
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// Updated for DungeonEditorV2 architecture - uses ObjectDrawer (production system)
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// instead of the obsolete ObjectRenderer
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// Updated for DungeonEditorV2 architecture - uses ObjectDrawer (production
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// system) instead of the obsolete ObjectRenderer
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#ifndef IMGUI_DEFINE_MATH_OPERATORS
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#define IMGUI_DEFINE_MATH_OPERATORS
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#endif
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#include "zelda3/dungeon/object_drawer.h"
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#include "zelda3/dungeon/room.h"
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#include "zelda3/dungeon/room_object.h"
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#include <gtest/gtest.h>
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#include <chrono>
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#include <memory>
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#include <vector>
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@@ -20,13 +17,16 @@
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#include "app/rom.h"
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#include "test_utils.h"
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#include "testing.h"
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#include "zelda3/dungeon/object_drawer.h"
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#include "zelda3/dungeon/room.h"
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#include "zelda3/dungeon/room_object.h"
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namespace yaze {
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namespace test {
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/**
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* @brief Tests for ObjectDrawer with realistic dungeon scenarios
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*
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*
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* These tests validate that ObjectDrawer correctly renders dungeon objects
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* to BackgroundBuffers using pattern-based drawing routines.
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*/
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@@ -1,12 +1,9 @@
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// Integration tests for dungeon object rendering using ObjectDrawer
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// Updated for DungeonEditorV2 architecture - uses ObjectDrawer (production system)
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// instead of the obsolete ObjectRenderer
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#include "zelda3/dungeon/object_drawer.h"
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#include "zelda3/dungeon/room.h"
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#include "zelda3/dungeon/room_object.h"
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// Updated for DungeonEditorV2 architecture - uses ObjectDrawer (production
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// system) instead of the obsolete ObjectRenderer
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#include <gtest/gtest.h>
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#include <chrono>
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#include <memory>
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#include <vector>
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@@ -16,13 +13,16 @@
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#include "app/rom.h"
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#include "test_utils.h"
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#include "testing.h"
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#include "zelda3/dungeon/object_drawer.h"
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#include "zelda3/dungeon/room.h"
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#include "zelda3/dungeon/room_object.h"
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namespace yaze {
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namespace test {
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/**
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* @brief Tests for ObjectDrawer with realistic dungeon scenarios
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*
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*
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* These tests validate that ObjectDrawer correctly renders dungeon objects
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* to BackgroundBuffers using pattern-based drawing routines.
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*/
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@@ -1,9 +1,8 @@
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#include "gtest/gtest.h"
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#include "absl/status/status.h"
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#include "app/gfx/background_buffer.h"
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#include "app/gfx/snes_palette.h"
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#include "app/rom.h"
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#include "gtest/gtest.h"
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#include "zelda3/dungeon/object_drawer.h"
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#include "zelda3/dungeon/object_parser.h"
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#include "zelda3/dungeon/room.h"
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@@ -1,4 +1,5 @@
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#include <gtest/gtest.h>
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#include <filesystem>
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#include "app/editor/message/message_data.h"
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@@ -211,7 +212,8 @@ TEST_F(MessageRomTest, BuildDictionaryEntries_CorrectSize) {
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TEST_F(MessageRomTest, ParseMessageData_CommandWithArgument_NoExtraCharacters) {
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// This test specifically checks for the bug where command arguments
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// were being incorrectly parsed as characters (e.g., capital 'A' after [W])
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// The bug was caused by using a range-based for loop while also tracking position
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// The bug was caused by using a range-based for loop while also tracking
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// position
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// Message: [W:01]ABC
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// Bytes: 0x6B (W command), 0x01 (argument), 0x00 (A), 0x01 (B), 0x02 (C)
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@@ -1,4 +1,5 @@
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#include <gtest/gtest.h>
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#include <filesystem>
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#include <memory>
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#include <string>
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@@ -13,9 +14,10 @@ namespace yaze {
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namespace zelda3 {
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/**
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* @brief Comprehensive overworld integration test that validates YAZE C++
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* implementation against ZScream C# logic and existing test infrastructure
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*
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* @brief Comprehensive overworld integration test that validates YAZE C++
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* implementation against ZScream C# logic and existing test
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* infrastructure
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*
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* This test suite:
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* 1. Validates overworld loading logic matches ZScream behavior
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* 2. Tests integration with ZSCustomOverworld versions (vanilla, v2, v3)
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@@ -78,7 +80,8 @@ class OverworldIntegrationTest : public ::testing::Test {
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mock_rom_data_[0x012844 + i] = 0x00; // Small areas
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}
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// Setup entrance data (matches ZScream Constants.OWEntranceMap/Pos/EntranceId)
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// Setup entrance data (matches ZScream
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// Constants.OWEntranceMap/Pos/EntranceId)
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for (int i = 0; i < 129; i++) {
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mock_rom_data_[0x0DB96F + (i * 2)] = i & 0xFF; // Map ID
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mock_rom_data_[0x0DB96F + (i * 2) + 1] = (i >> 8) & 0xFF;
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@@ -267,7 +270,8 @@ TEST_F(OverworldIntegrationTest, RomDependentTestSuiteCompatibility) {
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<< "Real ROM required for RomDependentTestSuite compatibility testing";
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}
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// Test that our overworld loading works with the same patterns as RomDependentTestSuite
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// Test that our overworld loading works with the same patterns as
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// RomDependentTestSuite
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auto status = overworld_->Load(rom_.get());
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ASSERT_TRUE(status.ok());
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@@ -288,7 +292,8 @@ TEST_F(OverworldIntegrationTest, RomDependentTestSuiteCompatibility) {
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EXPECT_LE(map.area_size(), AreaSizeEnum::TallArea);
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}
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// Test that sprite data is accessible (matches RomDependentTestSuite expectations)
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// Test that sprite data is accessible (matches RomDependentTestSuite
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// expectations)
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const auto& sprites = overworld_->sprites(0);
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EXPECT_EQ(sprites.size(), 3); // Three game states
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@@ -359,8 +364,8 @@ TEST_F(OverworldIntegrationTest, ZScreamCoordinateCompatibility) {
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// int p = mapPos >> 1;
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// int x = p % 64;
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// int y = p >> 6;
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// int real_x = (x * 16) + (((mapId % 64) - (((mapId % 64) / 8) * 8)) * 512);
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// int real_y = (y * 16) + (((mapId % 64) / 8) * 512);
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// int real_x = (x * 16) + (((mapId % 64) - (((mapId % 64) / 8) * 8)) *
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// 512); int real_y = (y * 16) + (((mapId % 64) / 8) * 512);
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uint16_t map_pos = entrance.map_pos_;
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uint16_t map_id = entrance.map_id_;
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@@ -387,8 +392,8 @@ TEST_F(OverworldIntegrationTest, ZScreamCoordinateCompatibility) {
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// int p = (mapPos + 0x400) >> 1;
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// int x = p % 64;
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// int y = p >> 6;
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// int real_x = (x * 16) + (((mapId % 64) - (((mapId % 64) / 8) * 8)) * 512);
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// int real_y = (y * 16) + (((mapId % 64) / 8) * 512);
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// int real_x = (x * 16) + (((mapId % 64) - (((mapId % 64) / 8) * 8)) *
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// 512); int real_y = (y * 16) + (((mapId % 64) / 8) * 512);
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uint16_t map_pos = hole.map_pos_;
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uint16_t map_id = hole.map_id_;
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@@ -277,8 +277,7 @@ TEST_F(RoomIntegrationTest, BinaryDataExactMatch) {
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break;
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}
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}
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if (might_be_final)
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break;
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if (might_be_final) break;
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}
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}
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@@ -319,12 +318,9 @@ TEST_F(RoomIntegrationTest, KnownRoomData) {
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bool found_layer1 = false;
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for (const auto& obj : objects) {
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if (obj.id_ < 0x100)
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found_type1 = true;
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if (obj.GetLayerValue() == 0)
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found_layer0 = true;
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if (obj.GetLayerValue() == 1)
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found_layer1 = true;
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if (obj.id_ < 0x100) found_type1 = true;
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if (obj.GetLayerValue() == 0) found_layer0 = true;
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if (obj.GetLayerValue() == 1) found_layer1 = true;
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}
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EXPECT_TRUE(found_type1) << "Should have Type 1 objects";
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@@ -1,4 +1,5 @@
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#include <gtest/gtest.h>
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#include <fstream>
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#include <iomanip>
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#include <iostream>
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@@ -125,7 +126,6 @@ TEST_F(SpritePositionTest, MapCoordinateCalculations) {
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if (!sprite.deleted() &&
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sprite.map_id() < 0x40 + (current_world * 0x40) &&
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sprite.map_id() >= (current_world * 0x40)) {
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// Calculate map position
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int sprite_map_id = sprite.map_id();
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int local_map_index = sprite_map_id - (current_world * 0x40);
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