Mercurial > molko
view tests/test-state.c @ 329:ea4a3af71c18
rpg: change save_stmt_next API
author | David Demelier <markand@malikania.fr> |
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date | Mon, 04 Oct 2021 13:30:09 +0200 |
parents | d01e83210ca2 |
children | f5a5bbb77122 |
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/* * test-rbuf.c -- test error routines * * Copyright (c) 2020-2021 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 suspend; unsigned int resume; unsigned int end; unsigned int finish; }; static void zero(struct invokes *inv) { memset(inv, 0, sizeof (*inv)); } static void setup(void *data) { game_init(); } static void cleanup(void *data) { game_quit(); } 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_suspend(struct state *state) { ((struct invokes *)state->data)->suspend++; } static void my_resume(struct state *state) { ((struct invokes *)state->data)->resume++; } 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, \ .suspend = my_suspend, \ .resume = my_resume, \ .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); } GREATEST_TEST test_game_push(void) { static struct { struct invokes inv; struct state state; } states[] = { { .state = INIT(&states[0].inv) }, { .state = INIT(&states[1].inv) } }; /* 0 becomes active and should start. */ game_push(&states[0].state); GREATEST_ASSERT_EQ(states[0].inv.start, 1U); GREATEST_ASSERT_EQ(states[0].inv.handle, 0U); GREATEST_ASSERT_EQ(states[0].inv.update, 0U); GREATEST_ASSERT_EQ(states[0].inv.draw, 0U); GREATEST_ASSERT_EQ(states[0].inv.suspend, 0U); GREATEST_ASSERT_EQ(states[0].inv.resume, 0U); GREATEST_ASSERT_EQ(states[0].inv.end, 0U); GREATEST_ASSERT_EQ(states[0].inv.finish, 0U); /* Put some event, update and drawing. */ game_handle(&(union event) { .type = EVENT_QUIT }); game_update(100); game_update(100); game_draw(); game_draw(); game_draw(); GREATEST_ASSERT_EQ(states[0].inv.start, 1U); GREATEST_ASSERT_EQ(states[0].inv.handle, 1U); GREATEST_ASSERT_EQ(states[0].inv.update, 2U); GREATEST_ASSERT_EQ(states[0].inv.draw, 3U); GREATEST_ASSERT_EQ(states[0].inv.suspend, 0U); GREATEST_ASSERT_EQ(states[0].inv.resume, 0U); GREATEST_ASSERT_EQ(states[0].inv.end, 0U); GREATEST_ASSERT_EQ(states[0].inv.finish, 0U); /* Switch to state 1, 0 must be suspended. */ game_push(&states[1].state); GREATEST_ASSERT_EQ(states[0].inv.start, 1U); GREATEST_ASSERT_EQ(states[0].inv.handle, 1U); GREATEST_ASSERT_EQ(states[0].inv.update, 2U); GREATEST_ASSERT_EQ(states[0].inv.draw, 3U); GREATEST_ASSERT_EQ(states[0].inv.suspend, 1U); GREATEST_ASSERT_EQ(states[0].inv.resume, 0U); GREATEST_ASSERT_EQ(states[0].inv.end, 0U); GREATEST_ASSERT_EQ(states[0].inv.finish, 0U); GREATEST_ASSERT_EQ(states[1].inv.start, 1U); GREATEST_ASSERT_EQ(states[1].inv.handle, 0U); GREATEST_ASSERT_EQ(states[1].inv.update, 0U); GREATEST_ASSERT_EQ(states[1].inv.draw, 0U); GREATEST_ASSERT_EQ(states[1].inv.suspend, 0U); GREATEST_ASSERT_EQ(states[1].inv.resume, 0U); GREATEST_ASSERT_EQ(states[1].inv.end, 0U); GREATEST_ASSERT_EQ(states[1].inv.finish, 0U); /* Update a little this state. */ game_update(10); game_update(10); game_update(10); game_update(10); GREATEST_ASSERT_EQ(states[0].inv.start, 1U); GREATEST_ASSERT_EQ(states[0].inv.handle, 1U); GREATEST_ASSERT_EQ(states[0].inv.update, 2U); GREATEST_ASSERT_EQ(states[0].inv.draw, 3U); GREATEST_ASSERT_EQ(states[0].inv.suspend, 1U); GREATEST_ASSERT_EQ(states[0].inv.resume, 0U); GREATEST_ASSERT_EQ(states[0].inv.end, 0U); GREATEST_ASSERT_EQ(states[0].inv.finish, 0U); GREATEST_ASSERT_EQ(states[1].inv.start, 1U); GREATEST_ASSERT_EQ(states[1].inv.handle, 0U); GREATEST_ASSERT_EQ(states[1].inv.update, 4U); GREATEST_ASSERT_EQ(states[1].inv.draw, 0U); GREATEST_ASSERT_EQ(states[1].inv.suspend, 0U); GREATEST_ASSERT_EQ(states[1].inv.resume, 0U); GREATEST_ASSERT_EQ(states[1].inv.end, 0U); GREATEST_ASSERT_EQ(states[1].inv.finish, 0U); /* Pop it, it should be finalized through end and finish. */ game_pop(); GREATEST_ASSERT_EQ(states[0].inv.start, 1U); GREATEST_ASSERT_EQ(states[0].inv.handle, 1U); GREATEST_ASSERT_EQ(states[0].inv.update, 2U); GREATEST_ASSERT_EQ(states[0].inv.draw, 3U); GREATEST_ASSERT_EQ(states[0].inv.suspend, 1U); GREATEST_ASSERT_EQ(states[0].inv.resume, 1U); GREATEST_ASSERT_EQ(states[0].inv.end, 0U); GREATEST_ASSERT_EQ(states[0].inv.finish, 0U); GREATEST_ASSERT_EQ(states[1].inv.start, 1U); GREATEST_ASSERT_EQ(states[1].inv.handle, 0U); GREATEST_ASSERT_EQ(states[1].inv.update, 4U); GREATEST_ASSERT_EQ(states[1].inv.draw, 0U); GREATEST_ASSERT_EQ(states[1].inv.suspend, 0U); GREATEST_ASSERT_EQ(states[1].inv.resume, 0U); GREATEST_ASSERT_EQ(states[1].inv.end, 1U); GREATEST_ASSERT_EQ(states[1].inv.finish, 1U); /* Pop this state as well. */ game_pop(); GREATEST_ASSERT_EQ(states[0].inv.start, 1U); GREATEST_ASSERT_EQ(states[0].inv.handle, 1U); GREATEST_ASSERT_EQ(states[0].inv.update, 2U); GREATEST_ASSERT_EQ(states[0].inv.draw, 3U); GREATEST_ASSERT_EQ(states[0].inv.suspend, 1U); GREATEST_ASSERT_EQ(states[0].inv.resume, 1U); GREATEST_ASSERT_EQ(states[0].inv.end, 1U); GREATEST_ASSERT_EQ(states[0].inv.finish, 1U); GREATEST_ASSERT_EQ(states[1].inv.start, 1U); GREATEST_ASSERT_EQ(states[1].inv.handle, 0U); GREATEST_ASSERT_EQ(states[1].inv.update, 4U); GREATEST_ASSERT_EQ(states[1].inv.draw, 0U); GREATEST_ASSERT_EQ(states[1].inv.suspend, 0U); GREATEST_ASSERT_EQ(states[1].inv.resume, 0U); GREATEST_ASSERT_EQ(states[1].inv.end, 1U); GREATEST_ASSERT_EQ(states[1].inv.finish, 1U); GREATEST_PASS(); } GREATEST_SUITE(suite_game) { GREATEST_SET_SETUP_CB(setup, NULL); GREATEST_SET_TEARDOWN_CB(cleanup, NULL); GREATEST_RUN_TEST(test_game_push); } GREATEST_MAIN_DEFS(); int main(int argc, char **argv) { GREATEST_MAIN_BEGIN(); GREATEST_RUN_SUITE(suite_basics); GREATEST_RUN_SUITE(suite_game); GREATEST_MAIN_END(); }