First cut of pulling out the relevant parts of my original game to make a little framework.
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tests/textures.cpp
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tests/textures.cpp
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#include <catch2/catch_test_macros.hpp>
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#include <fmt/core.h>
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#include <string>
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#include "graphics/textures.hpp"
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#include "constants.hpp"
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#include "game/components.hpp"
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using namespace fmt;
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TEST_CASE("test texture management", "[textures]") {
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components::init();
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textures::init();
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auto spider = textures::get_sprite("rat_with_sword");
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REQUIRE(spider.sprite != nullptr);
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REQUIRE(spider.texture != nullptr);
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REQUIRE(spider.frame_size.x == TEXTURE_WIDTH);
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REQUIRE(spider.frame_size.y == TEXTURE_HEIGHT);
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auto image = textures::load_image("assets/sprites/rat_with_sword.png");
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size_t floor_tile = textures::get_id("floor_tile");
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size_t gray_stone = textures::get_id("door_plain");
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auto floor_ptr = textures::get_surface(floor_tile);
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REQUIRE(floor_ptr != nullptr);
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auto gray_stone_ptr = textures::get_surface(gray_stone);
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REQUIRE(gray_stone_ptr != nullptr);
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auto& light = textures::get_ambient_light();
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REQUIRE(light.size() > 0);
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REQUIRE(light[floor_tile] == 0);
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REQUIRE(light[gray_stone] > 0);
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auto& tiles = textures::get_map_tile_set();
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REQUIRE(tiles.size() > 0);
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REQUIRE(tiles[floor_tile] > 0);
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REQUIRE(tiles[gray_stone] > 0);
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auto ceiling = textures::get_ceiling(floor_tile);
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REQUIRE(ceiling != nullptr);
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}
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