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#include "app.hpp"
#include "compat/assert.hpp"
#include "loader/loader.hpp"
#include "loader/wall-cell.hpp"
#include "src/ground-atlas.hpp"
#include "src/wall-atlas.hpp"
#include <mg/Texture.h>
namespace floormat {
namespace {
// copied from bench/loader.cpp
constexpr struct {
const char* name;
Vector2ub size;
pass_mode pass = pass_mode::pass;
} ground_atlases[] = {
{ "floor-tiles", {44,4} },
{ "tiles", {8, 5} },
{ "texel", {2, 2}, pass_mode::blocked },
{ "metal1", {2,2} },
};
constexpr const char* wall_atlases[] = {
"concrete1", "empty", "test1",
};
constexpr const char* anim_atlases[] = {
"anim/npc-walk",
"anim/test-8x8",
"scenery/door-close",
"scenery/control-panel",
"scenery/table",
};
} // namespace
void test_app::test_loader()
{
fm_assert(loader.make_invalid_ground_atlas().atlas);
fm_assert(&loader.make_invalid_ground_atlas().atlas == &loader.make_invalid_ground_atlas().atlas);
fm_assert(loader.make_invalid_ground_atlas().name == loader.INVALID);
fm_assert(loader.make_invalid_wall_atlas().atlas);
fm_assert(&loader.make_invalid_wall_atlas().atlas == &loader.make_invalid_wall_atlas().atlas);
fm_assert(loader.make_invalid_wall_atlas().name == loader.INVALID);
for (const auto& str : anim_atlases)
(void)loader.anim_atlas(str, {});
for (const auto& x : ground_atlases)
{
auto& A = *loader.ground_atlas(x.name);
fm_assert(A.num_tiles2() == x.size);
fm_assert(A.pass_mode() == x.pass);
fm_assert(A.texture().id());
}
for (const auto& name : wall_atlases)
{
auto& A = *loader.wall_atlas(name);
fm_assert(!A.raw_frame_array().isEmpty());
fm_assert(A.texture().id());
}
for (const auto& x : loader.ground_atlas_list())
{
if (x.name != loader.INVALID)
{
(void)loader.ground_atlas(x.name);
fm_assert(x.atlas);
fm_assert(x.atlas == loader.ground_atlas(x.name));
}
else
{
fm_assert(x.atlas);
fm_assert(x.atlas == loader.make_invalid_ground_atlas().atlas);
}
}
fm_assert(loader.ground_atlas("texel")->pass_mode() == pass_mode::blocked);
fm_assert(loader.ground_atlas("metal1")->pass_mode() == pass_mode::pass);
loader.sceneries();
for (StringView name : loader.anim_atlas_list())
loader.anim_atlas(name, loader.ANIM_PATH);
}
} // namespace floormat
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