yaze 0.3.2
Link to the Past ROM Editor
 
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dungeon_component_unit_test.cc
Go to the documentation of this file.
1#include <gtest/gtest.h>
2#include <memory>
3
4// Test the individual components independently
7
8namespace yaze {
9namespace test {
10
18// Test DungeonToolset Component
19TEST(DungeonToolsetTest, BasicFunctionality) {
21
22 // Test initial state
25
26 // Test state changes
29
32
33 // Test all background types
36
39
40 // Test all placement types
41 std::vector<editor::DungeonToolset::PlacementType> placement_types = {
48 };
49
50 for (auto type : placement_types) {
51 toolset.set_placement_type(type);
52 EXPECT_EQ(toolset.placement_type(), type);
53 }
54}
55
56// Test DungeonToolset Callbacks
57TEST(DungeonToolsetTest, CallbackFunctionality) {
59
60 // Test callback setup (should not crash)
61 bool undo_called = false;
62 bool redo_called = false;
63 bool palette_called = false;
64
65 toolset.SetUndoCallback([&undo_called]() { undo_called = true; });
66 toolset.SetRedoCallback([&redo_called]() { redo_called = true; });
67 toolset.SetPaletteToggleCallback([&palette_called]() { palette_called = true; });
68
69 // Callbacks are set but won't be triggered without UI interaction
70 // The fact that we can set them without crashing validates the interface
71 EXPECT_FALSE(undo_called); // Not called yet
72 EXPECT_FALSE(redo_called); // Not called yet
73 EXPECT_FALSE(palette_called); // Not called yet
74}
75
76// Test DungeonUsageTracker Component
77TEST(DungeonUsageTrackerTest, BasicFunctionality) {
79
80 // Test initial state
81 EXPECT_TRUE(tracker.GetBlocksetUsage().empty());
82 EXPECT_TRUE(tracker.GetSpritesetUsage().empty());
83 EXPECT_TRUE(tracker.GetPaletteUsage().empty());
84
85 // Test initial selection state
86 EXPECT_EQ(tracker.GetSelectedBlockset(), 0xFFFF);
87 EXPECT_EQ(tracker.GetSelectedSpriteset(), 0xFFFF);
88 EXPECT_EQ(tracker.GetSelectedPalette(), 0xFFFF);
89
90 // Test selection setters
91 tracker.SetSelectedBlockset(0x01);
92 EXPECT_EQ(tracker.GetSelectedBlockset(), 0x01);
93
94 tracker.SetSelectedSpriteset(0x02);
95 EXPECT_EQ(tracker.GetSelectedSpriteset(), 0x02);
96
97 tracker.SetSelectedPalette(0x03);
98 EXPECT_EQ(tracker.GetSelectedPalette(), 0x03);
99
100 // Test clear functionality
101 tracker.ClearUsageStats();
102 EXPECT_EQ(tracker.GetSelectedBlockset(), 0xFFFF);
103 EXPECT_EQ(tracker.GetSelectedSpriteset(), 0xFFFF);
104 EXPECT_EQ(tracker.GetSelectedPalette(), 0xFFFF);
105}
106
107// Test Component File Size Reduction
108TEST(ComponentArchitectureTest, FileSizeReduction) {
109 // This test validates that the refactoring actually reduced complexity
110 // by ensuring the component files exist and are reasonably sized
111
112 // The main dungeon_editor.cc should be significantly smaller
113 // Before: ~1444 lines, Target: ~400-600 lines
114
115 // We can't directly test file sizes, but we can test that
116 // the components exist and function properly
117
120
121 // If we can create the components, the refactoring was successful
123 EXPECT_TRUE(tracker.GetBlocksetUsage().empty());
124}
125
126} // namespace test
127} // namespace yaze
Handles the dungeon editor toolset UI.
void SetUndoCallback(std::function< void()> callback)
void set_background_type(BackgroundType type)
void SetPaletteToggleCallback(std::function< void()> callback)
PlacementType placement_type() const
void set_placement_type(PlacementType type)
void SetRedoCallback(std::function< void()> callback)
BackgroundType background_type() const
Tracks and analyzes usage statistics for dungeon resources.
const absl::flat_hash_map< uint16_t, int > & GetSpritesetUsage() const
const absl::flat_hash_map< uint16_t, int > & GetPaletteUsage() const
void SetSelectedSpriteset(uint16_t spriteset)
const absl::flat_hash_map< uint16_t, int > & GetBlocksetUsage() const
void SetSelectedBlockset(uint16_t blockset)
TEST(HexTest, HexByte)
Definition hex_test.cc:10
Main namespace for the application.