Mercurial > molko
view tests/test-state.c @ 297:6151152d009c
examples: remove Javascript
author | David Demelier <markand@malikania.fr> |
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date | Wed, 10 Mar 2021 18:49:00 +0100 |
parents | eb3148c1e54d |
children | 196264679079 |
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/* * test-rbuf.c -- test error routines * * Copyright (c) 2020 David Demelier <markand@malikania.fr> * * Permission to use, copy, modify, and/or distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ #include <string.h> #define GREATEST_USE_ABBREVS 0 #include <greatest.h> #include <core/event.h> #include <core/game.h> #include <core/state.h> struct invokes { unsigned int start; unsigned int handle; unsigned int update; unsigned int draw; unsigned int end; unsigned int finish; }; static void zero(struct invokes *inv) { memset(inv, 0, sizeof (*inv)); } static void my_start(struct state *state) { ((struct invokes *)state->data)->start++; } static void my_handle(struct state *state, const union event *ev) { (void)ev; ((struct invokes *)state->data)->handle++; } static void my_update(struct state *state, unsigned int ticks) { (void)ticks; ((struct invokes *)state->data)->update++; } static void my_draw(struct state *state) { ((struct invokes *)state->data)->draw++; } static void my_end(struct state *state) { ((struct invokes *)state->data)->end++; } static void my_finish(struct state *state) { ((struct invokes *)state->data)->finish++; } #define INIT(pdata) { \ .data = pdata, \ .start = my_start, \ .handle = my_handle, \ .update = my_update, \ .draw = my_draw, \ .end = my_end, \ .finish = my_finish \ } GREATEST_TEST basics_start(void) { struct invokes inv = {0}; struct state state = INIT(&inv); state_start(&state); GREATEST_ASSERT_EQ(inv.start, 1); GREATEST_ASSERT_EQ(inv.handle, 0); GREATEST_ASSERT_EQ(inv.update, 0); GREATEST_ASSERT_EQ(inv.draw, 0); GREATEST_ASSERT_EQ(inv.end, 0); GREATEST_ASSERT_EQ(inv.finish, 0); GREATEST_PASS(); } GREATEST_TEST basics_handle(void) { struct invokes inv = {0}; struct state state = INIT(&inv); state_handle(&state, &(union event){0}); GREATEST_ASSERT_EQ(inv.start, 0); GREATEST_ASSERT_EQ(inv.handle, 1); GREATEST_ASSERT_EQ(inv.update, 0); GREATEST_ASSERT_EQ(inv.draw, 0); GREATEST_ASSERT_EQ(inv.end, 0); GREATEST_ASSERT_EQ(inv.finish, 0); GREATEST_PASS(); } GREATEST_TEST basics_update(void) { struct invokes inv = {0}; struct state state = INIT(&inv); state_update(&state, 0); GREATEST_ASSERT_EQ(inv.start, 0); GREATEST_ASSERT_EQ(inv.handle, 0); GREATEST_ASSERT_EQ(inv.update, 1); GREATEST_ASSERT_EQ(inv.draw, 0); GREATEST_ASSERT_EQ(inv.end, 0); GREATEST_ASSERT_EQ(inv.finish, 0); GREATEST_PASS(); } GREATEST_TEST basics_draw(void) { struct invokes inv = {0}; struct state state = INIT(&inv); state_draw(&state); GREATEST_ASSERT_EQ(inv.start, 0); GREATEST_ASSERT_EQ(inv.handle, 0); GREATEST_ASSERT_EQ(inv.update, 0); GREATEST_ASSERT_EQ(inv.draw, 1); GREATEST_ASSERT_EQ(inv.end, 0); GREATEST_ASSERT_EQ(inv.finish, 0); GREATEST_PASS(); } GREATEST_TEST basics_end(void) { struct invokes inv = {0}; struct state state = INIT(&inv); state_end(&state); GREATEST_ASSERT_EQ(inv.start, 0); GREATEST_ASSERT_EQ(inv.handle, 0); GREATEST_ASSERT_EQ(inv.update, 0); GREATEST_ASSERT_EQ(inv.draw, 0); GREATEST_ASSERT_EQ(inv.end, 1); GREATEST_ASSERT_EQ(inv.finish, 0); GREATEST_PASS(); } GREATEST_TEST basics_finish(void) { struct invokes inv = {0}; struct state state = INIT(&inv); state_finish(&state); GREATEST_ASSERT_EQ(inv.start, 0); GREATEST_ASSERT_EQ(inv.handle, 0); GREATEST_ASSERT_EQ(inv.update, 0); GREATEST_ASSERT_EQ(inv.draw, 0); GREATEST_ASSERT_EQ(inv.end, 0); GREATEST_ASSERT_EQ(inv.finish, 1); GREATEST_PASS(); } GREATEST_SUITE(suite_basics) { GREATEST_RUN_TEST(basics_start); GREATEST_RUN_TEST(basics_handle); GREATEST_RUN_TEST(basics_update); GREATEST_RUN_TEST(basics_draw); GREATEST_RUN_TEST(basics_end); GREATEST_RUN_TEST(basics_finish); } static void switch_startup(void *data) { memset(data, 0, sizeof (game)); } GREATEST_TEST switch_quick_true(void) { struct { struct invokes inv; struct state state; } table[2] = { { .state = INIT(&table[0]) }, { .state = INIT(&table[1]) } }; /* * When set to true, switching quickly state will immediately set the * current state to the specified one and call start on it. However, * if there was already a planned state, it is finished immediately. */ game_switch(&table[0].state, true); GREATEST_ASSERT_EQ(table[0].inv.start, 1); GREATEST_ASSERT_EQ(table[0].inv.handle, 0); GREATEST_ASSERT_EQ(table[0].inv.update, 0); GREATEST_ASSERT_EQ(table[0].inv.draw, 0); GREATEST_ASSERT_EQ(table[0].inv.end, 0); GREATEST_ASSERT_EQ(table[0].inv.finish, 0); GREATEST_ASSERT_EQ(table[1].inv.start, 0); GREATEST_ASSERT_EQ(table[1].inv.handle, 0); GREATEST_ASSERT_EQ(table[1].inv.update, 0); GREATEST_ASSERT_EQ(table[1].inv.draw, 0); GREATEST_ASSERT_EQ(table[1].inv.end, 0); GREATEST_ASSERT_EQ(table[1].inv.finish, 0); /* Switch from [0] to [1] quickly, [0] should be closed immediately. */ zero(&table[0].inv); game_switch(&table[1].state, true); GREATEST_ASSERT_EQ(table[0].inv.start, 0); GREATEST_ASSERT_EQ(table[0].inv.handle, 0); GREATEST_ASSERT_EQ(table[0].inv.update, 0); GREATEST_ASSERT_EQ(table[0].inv.draw, 0); GREATEST_ASSERT_EQ(table[0].inv.end, 1); GREATEST_ASSERT_EQ(table[0].inv.finish, 1); GREATEST_ASSERT_EQ(table[1].inv.start, 1); GREATEST_ASSERT_EQ(table[1].inv.handle, 0); GREATEST_ASSERT_EQ(table[1].inv.update, 0); GREATEST_ASSERT_EQ(table[1].inv.draw, 0); GREATEST_ASSERT_EQ(table[1].inv.end, 0); GREATEST_ASSERT_EQ(table[1].inv.finish, 0); GREATEST_PASS(); } GREATEST_TEST switch_quick_false(void) { struct { struct invokes inv; struct state state; } table[2] = { { .state = INIT(&table[0]) }, { .state = INIT(&table[1]) } }; game_switch(&table[0].state, true); GREATEST_ASSERT_EQ(table[0].inv.start, 1); GREATEST_ASSERT_EQ(table[0].inv.handle, 0); GREATEST_ASSERT_EQ(table[0].inv.update, 0); GREATEST_ASSERT_EQ(table[0].inv.draw, 0); GREATEST_ASSERT_EQ(table[0].inv.end, 0); GREATEST_ASSERT_EQ(table[0].inv.finish, 0); GREATEST_ASSERT_EQ(table[1].inv.start, 0); GREATEST_ASSERT_EQ(table[1].inv.handle, 0); GREATEST_ASSERT_EQ(table[1].inv.update, 0); GREATEST_ASSERT_EQ(table[1].inv.draw, 0); GREATEST_ASSERT_EQ(table[1].inv.end, 0); GREATEST_ASSERT_EQ(table[1].inv.finish, 0); /* * Switch from [0] to [1] quickly, this should do nothing as it should * be done on the next game_update call instead. */ zero(&table[0].inv); game_switch(&table[1].state, false); GREATEST_ASSERT_EQ(table[0].inv.start, 0); GREATEST_ASSERT_EQ(table[0].inv.handle, 0); GREATEST_ASSERT_EQ(table[0].inv.update, 0); GREATEST_ASSERT_EQ(table[0].inv.draw, 0); GREATEST_ASSERT_EQ(table[0].inv.end, 0); GREATEST_ASSERT_EQ(table[0].inv.finish, 0); GREATEST_ASSERT_EQ(table[1].inv.start, 0); GREATEST_ASSERT_EQ(table[1].inv.handle, 0); GREATEST_ASSERT_EQ(table[1].inv.update, 0); GREATEST_ASSERT_EQ(table[1].inv.draw, 0); GREATEST_ASSERT_EQ(table[1].inv.end, 0); GREATEST_ASSERT_EQ(table[1].inv.finish, 0); GREATEST_PASS(); } GREATEST_TEST switch_invoke(void) { struct { struct invokes inv; struct state state; } table[2] = { { .state = INIT(&table[0]) }, { .state = INIT(&table[1]) } }; /* Start with 0. */ game_switch(&table[0].state, true); /* Ask to switch to 1. */ zero(&table[0].inv); game_switch(&table[1].state, true); game_update(0); GREATEST_ASSERT_EQ(table[0].inv.start, 0); GREATEST_ASSERT_EQ(table[0].inv.handle, 0); GREATEST_ASSERT_EQ(table[0].inv.update, 0); GREATEST_ASSERT_EQ(table[0].inv.draw, 0); GREATEST_ASSERT_EQ(table[0].inv.end, 1); GREATEST_ASSERT_EQ(table[0].inv.finish, 1); GREATEST_ASSERT_EQ(table[1].inv.start, 1); GREATEST_ASSERT_EQ(table[1].inv.handle, 0); GREATEST_ASSERT_EQ(table[1].inv.update, 1); GREATEST_ASSERT_EQ(table[1].inv.draw, 0); GREATEST_ASSERT_EQ(table[1].inv.end, 0); GREATEST_ASSERT_EQ(table[1].inv.finish, 0); GREATEST_PASS(); } GREATEST_SUITE(suite_switch) { GREATEST_SET_SETUP_CB(switch_startup, &game); GREATEST_RUN_TEST(switch_quick_true); GREATEST_RUN_TEST(switch_quick_false); GREATEST_RUN_TEST(switch_invoke); } GREATEST_MAIN_DEFS(); int main(int argc, char **argv) { GREATEST_MAIN_BEGIN(); GREATEST_RUN_SUITE(suite_basics); GREATEST_RUN_SUITE(suite_switch); GREATEST_MAIN_END(); }