Refactor menu rendering and asset registry structure
- Updated SoftwareRenderer to incorporate MenuHeaderBand for handling spear variant menus and improved backdrop drawing. - Refactored asset registry imports to organize menu-related assets under a dedicated menu structure. - Enhanced game session snapshot tests to validate menu theme restoration for spear variant games. - Added tests for classic menu presentation module to ensure palette consistency with canonical constants. - Implemented tests for spear asset registry to verify correct menu VGA index resolutions. - Created unit tests for MenuHeaderBand to validate functionality in rendering menu headers and sidebars. - Adjusted HUD module imports to align with new menu structure. Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
@@ -1,10 +1,12 @@
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import 'dart:typed_data';
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import 'package:test/test.dart';
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import 'package:wolf_3d_dart/src/registry/built_in/menu/spear/spear_asset_registry.dart';
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import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
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import 'package:wolf_3d_dart/wolf_3d_engine.dart';
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import 'package:wolf_3d_dart/wolf_3d_entities.dart';
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import 'package:wolf_3d_dart/wolf_3d_input.dart';
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import 'package:wolf_3d_dart/wolf_3d_menu.dart';
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void main() {
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test(
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@@ -122,6 +124,104 @@ void main() {
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expect(engine.entities.last, isA<SmallAmmoCollectible>());
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},
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);
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test('restoreSaveState applies menu theme from restored active game', () {
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final engine = _buildEngineWithTwoGames();
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engine.init();
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final GameSessionSnapshot snapshot = engine.captureSaveState();
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final GameSessionSnapshot restoredSnapshot = GameSessionSnapshot(
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currentGameIndex: 1,
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currentEpisodeIndex: snapshot.currentEpisodeIndex,
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currentLevelIndex: snapshot.currentLevelIndex,
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returnLevelIndex: snapshot.returnLevelIndex,
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difficulty: snapshot.difficulty,
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timeAliveMs: snapshot.timeAliveMs,
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lastAcousticAlertTime: snapshot.lastAcousticAlertTime,
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isMapOverlayVisible: snapshot.isMapOverlayVisible,
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isMenuOverlayVisible: snapshot.isMenuOverlayVisible,
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player: snapshot.player,
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currentLevel: snapshot.currentLevel,
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areaGrid: snapshot.areaGrid,
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areasByPlayer: snapshot.areasByPlayer,
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entities: snapshot.entities,
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doors: snapshot.doors,
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pushwalls: snapshot.pushwalls,
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);
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engine.restoreSaveState(restoredSnapshot);
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final presentation = WolfMenuPresentation(engine.data);
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final bool isSpear =
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engine.data.version == GameVersion.spearOfDestiny ||
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engine.data.version == GameVersion.spearOfDestinyDemo;
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final int expectedBackground = isSpear
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? _rgb24FromVgaIndex(
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_resolvedMenuColorIndex(
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presentation.backgroundIndex,
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engine.data.version,
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),
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)
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: _paletteMappedRgb24(0x890000);
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final int expectedPanel = isSpear
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? 0x000359
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: _paletteMappedRgb24(0x590002);
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expect(engine.currentGameIndex, 1);
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expect(engine.menuBackgroundRgb, expectedBackground);
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expect(engine.menuPanelRgb, expectedPanel);
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expect(engine.menuManager.menuBackgroundRgb, expectedBackground);
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});
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}
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int _rgb24FromVgaIndex(int paletteIndex) {
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final int argb = ColorPalette.argbFromVgaIndex(paletteIndex);
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final int r = (argb >> 16) & 0xFF;
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final int g = (argb >> 8) & 0xFF;
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final int b = argb & 0xFF;
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return (r << 16) | (g << 8) | b;
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}
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int _resolvedMenuColorIndex(int paletteIndex, GameVersion version) {
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final bool isSpear =
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version == GameVersion.spearOfDestiny ||
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version == GameVersion.spearOfDestinyDemo;
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if (!isSpear && paletteIndex >= 0x20 && paletteIndex <= 0x2F) {
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return paletteIndex + 0x70;
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}
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return paletteIndex;
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}
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int _paletteMappedRgb24(int rgb) {
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final int index = _closestVgaIndexForRgb24(rgb);
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return _rgb24FromVgaIndex(index);
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}
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int _closestVgaIndexForRgb24(int rgb24) {
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final int targetR = (rgb24 >> 16) & 0xFF;
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final int targetG = (rgb24 >> 8) & 0xFF;
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final int targetB = rgb24 & 0xFF;
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int bestIndex = 0;
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int bestDistance = 0x7FFFFFFF;
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for (int index = 0; index < 256; index++) {
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final int argb = ColorPalette.argbFromVgaIndex(index);
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final int r = (argb >> 16) & 0xFF;
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final int g = (argb >> 8) & 0xFF;
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final int b = argb & 0xFF;
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final int dr = targetR - r;
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final int dg = targetG - g;
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final int db = targetB - b;
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final int distance = (dr * dr) + (dg * dg) + (db * db);
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if (distance < bestDistance) {
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bestDistance = distance;
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bestIndex = index;
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}
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}
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return bestIndex;
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}
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class _TestInput extends Wolf3dInput {
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@@ -162,6 +262,35 @@ class _SilentAudio implements EngineAudio {
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}
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WolfEngine _buildEngine() {
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final data = _buildTestData(version: GameVersion.retail);
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return WolfEngine(
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data: data,
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difficulty: Difficulty.medium,
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startingEpisode: 0,
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frameBuffer: FrameBuffer(64, 64),
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input: _TestInput(),
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onGameWon: () {},
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engineAudio: _SilentAudio(),
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);
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}
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WolfEngine _buildEngineWithTwoGames() {
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final retail = _buildTestData(version: GameVersion.retail);
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final spear = _buildTestData(version: GameVersion.spearOfDestiny);
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return WolfEngine(
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availableGames: <WolfensteinData>[retail, spear],
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difficulty: Difficulty.medium,
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startingEpisode: 0,
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frameBuffer: FrameBuffer(64, 64),
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input: _TestInput(),
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onGameWon: () {},
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engineAudio: _SilentAudio(),
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);
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}
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WolfensteinData _buildTestData({required GameVersion version}) {
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final wallGrid = _buildGrid();
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final objectGrid = _buildGrid();
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_fillBoundaries(wallGrid, 2);
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@@ -171,43 +300,38 @@ WolfEngine _buildEngine() {
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wallGrid[2][3] = 90;
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wallGrid[4][4] = 5;
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return WolfEngine(
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data: WolfensteinData(
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version: GameVersion.retail,
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dataVersion: DataVersion.unknown,
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registry: RetailAssetRegistry(),
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walls: [
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_solidSprite(1),
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_solidSprite(1),
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_solidSprite(2),
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_solidSprite(2),
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],
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sprites: List.generate(436, (_) => _solidSprite(255)),
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sounds: List.generate(200, (_) => PcmSound(Uint8List(1))),
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adLibSounds: const [],
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music: const [],
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vgaImages: const [],
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episodes: [
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Episode(
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name: 'Episode 1',
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levels: [
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WolfLevel(
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name: 'Level 1',
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wallGrid: wallGrid,
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areaGrid: List.generate(64, (_) => List.filled(64, -1)),
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objectGrid: objectGrid,
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music: Music.level01,
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),
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],
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),
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],
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),
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difficulty: Difficulty.medium,
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startingEpisode: 0,
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frameBuffer: FrameBuffer(64, 64),
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input: _TestInput(),
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onGameWon: () {},
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engineAudio: _SilentAudio(),
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return WolfensteinData(
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version: version,
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dataVersion: DataVersion.unknown,
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registry: switch (version) {
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GameVersion.spearOfDestiny => SpearAssetRegistry(),
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_ => RetailAssetRegistry(),
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},
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walls: [
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_solidSprite(1),
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_solidSprite(1),
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_solidSprite(2),
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_solidSprite(2),
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],
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sprites: List.generate(436, (_) => _solidSprite(255)),
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sounds: List.generate(200, (_) => PcmSound(Uint8List(1))),
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adLibSounds: const [],
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music: const [],
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vgaImages: const [],
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episodes: [
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Episode(
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name: 'Episode 1',
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levels: [
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WolfLevel(
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name: 'Level 1',
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wallGrid: wallGrid,
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areaGrid: List.generate(64, (_) => List.filled(64, -1)),
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objectGrid: objectGrid,
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music: Music.level01,
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),
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],
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),
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],
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);
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}
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