The next little game in the series where I make a fancy rogue game.
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roguish/tests/render.cpp

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1.9 KiB

#include <catch2/catch_test_macros.hpp>
#include <fmt/core.h>
#include "render.hpp"
#include "panel.hpp"
#include "map.hpp"
#include "worldbuilder.hpp"
#include "config.hpp"
#include "components.hpp"
#include "systems.hpp"
#include "save.hpp"
using namespace ftxui;
using namespace fmt;
using namespace components;
using namespace lighting;
using std::string;
void run_renderer(SFMLRender &renderer, Panel &panel) {
panel.render();
renderer.display();
REQUIRE(renderer.is_open() == true);
renderer.clear();
renderer.draw(panel);
}
TEST_CASE("can render a text panel", "[render]") {
SFMLRender renderer;
Panel panel(0, 0, 20, 5);
auto text_box = Renderer([]{
return hbox({
hflow(
vbox(text("I AM TEXT"))
)});
});
panel.set_renderer(text_box);
run_renderer(renderer, panel);
renderer.close();
}
TEST_CASE("can render a text", "[render]") {
SFMLRender renderer;
DinkyECS::World world;
save::load_configs(world);
const auto& config = world.get_the<MapConfig>();
Panel map_view(0, 0, 20, 20, true);
Map map(20,20);
WorldBuilder builder(map);
builder.generate();
Player player{world.entity()};
world.set_the<Player>(player);
world.set<Tile>(player.entity, {config.PLAYER_TILE});
world.set<LightSource>(player.entity, {6,1});
world.set<Position>(player.entity, {map.place_entity(0)});
LightRender lights(map.width(), map.height(), map.limit());
Canvas map_canvas(map_view.width * 2, map_view.height * 4);
map_view.set_renderer(Renderer([&] {
System::draw_map(world, map, lights.lighting(), map_canvas, map_view.width, map_view.height);
return canvas(map_canvas);
}));
run_renderer(renderer, map_view);
for(int i = 2; i < 14; i++) {
renderer.resize_grid(i * 10, map_view);
map_canvas = Canvas(map_view.width * 2, map_view.height * 4);
run_renderer(renderer, map_view);
}
renderer.close();
}