#include "zeroerr/assert.h" #include "zeroerr/unittest.h" #include "graphics/Graphics.h" #include "graphics/RenderSystem.h" #include "ui/UI.h" #include "ui/UISystem.h" #include "ui/Widget.h" #include "window/Window.h" #include #include #include using namespace eve::graphics; using namespace eve::ui; /** * Real window + Vulkan: world sprites (RenderSystem) and ImGui UI overlay in one present. * Frame order: UI NewFrame/widgets → RenderSystem (draws + present with overlay) → dispatch. */ TEST_CASE("UI.smoke.RenderSystemSameFrameVulkanOverlay") { auto *win = eve::window::Window::create(); auto *gfx = Graphics::create(); auto *ui = UI::create(); REQUIRE(win != nullptr); REQUIRE(gfx != nullptr); REQUIRE(ui != nullptr); win->setGraphics(gfx); eve::window::WindowSettings s; s.width = 640; s.height = 480; s.centered = true; REQUIRE(win->setWindowSettings(s)); REQUIRE_GT(gfx->getWidth(), 0); REQUIRE_GT(gfx->getPixelWidth(), 0); REQUIRE(ui->initBackend()); CHECK(ui->isBackendReady()); const bool overlayHooked = gfx->getPresentOverlay() != nullptr && gfx->getPresentOverlayUser() != nullptr; CHECK(overlayHooked); gfx->setBackgroundColor(Color(0.10f, 0.12f, 0.18f, 1.0f)); gfx->setScreenReadbackEnabled(true); auto *cam = Camera2D::createCamera(); cam->data()->r = 0.10f; cam->data()->g = 0.12f; cam->data()->b = 0.18f; auto *solid = Renderable2D::create(); solid->transform()->x = 80; solid->transform()->y = 100; solid->sprite()->width = 160; solid->sprite()->height = 100; solid->sprite()->r = 0.2f; solid->sprite()->g = 0.85f; solid->sprite()->b = 0.35f; solid->sprite()->visible = true; ui->mountAs("smoke", window("Overlay", { text("UI+RenderSystem", "label"), button("Ping", "ping"), }, "root")); int framesOk = 0; for (int frame = 0; frame < 30; ++frame) { solid->transform()->x = 80.0f + float(frame) * 2.0f; // ImGui frame must be built before present (RenderSystem ends with present). ui->beginFrameAndRender(); RenderSystem::render(*gfx); ui->dispatchEvents(); SDL_Event e; while (SDL_PollEvent(&e)) { ui->processEvent(&e); if (e.type == SDL_QUIT) break; } // After present+readback, swapchain content should be readable. Color p = gfx->getPixel(gfx->getWidth() / 2, gfx->getHeight() / 2); CHECK(std::isfinite(p.r)); CHECK(std::isfinite(p.g)); CHECK(std::isfinite(p.b)); ++framesOk; SDL_Delay(8); } CHECK_EQ(framesOk, 30); CHECK(UISystem::findHost("smoke") != nullptr); CHECK(ui->current()->findById("label") != nullptr); gfx->setScreenReadbackEnabled(false); win->close(); } TEST_CASE("UI.smoke.panelGalleryPreview") { auto *win = eve::window::Window::create(); auto *gfx = Graphics::create(); auto *ui = UI::create(); REQUIRE(win != nullptr); REQUIRE(gfx != nullptr); REQUIRE(ui != nullptr); win->setGraphics(gfx); eve::window::WindowSettings s; s.width = 720; s.height = 480; s.centered = true; REQUIRE(win->setWindowSettings(s)); REQUIRE(ui->initBackend()); gfx->setBackgroundColor(Color(0.09f, 0.10f, 0.14f, 1.0f)); auto *cam = Camera2D::createCamera(); cam->data()->r = 0.09f; cam->data()->g = 0.10f; cam->data()->b = 0.14f; // Soft backdrop sprites so the world + overlay composition is obvious. auto *bgA = Renderable2D::create(); bgA->transform()->x = 40; bgA->transform()->y = 60; bgA->sprite()->width = 220; bgA->sprite()->height = 140; bgA->sprite()->r = 0.25f; bgA->sprite()->g = 0.45f; bgA->sprite()->b = 0.75f; bgA->sprite()->visible = true; auto *bgB = Renderable2D::create(); bgB->transform()->x = 420; bgB->transform()->y = 220; bgB->sprite()->width = 180; bgB->sprite()->height = 160; bgB->sprite()->r = 0.75f; bgB->sprite()->g = 0.35f; bgB->sprite()->b = 0.45f; bgB->sprite()->visible = true; float volume = 0.55f; bool muted = false; int clicks = 0; ui->mountAs("gallery", window("EVEngine Preview", { text("UI overlay + world sprites", "title"), separator("sep0"), checkbox("Mute", muted, "mute", [&](bool v) { muted = v; }), slider("Volume", volume, 0.f, 1.f, "vol", [&](float v) { volume = v; }), progress(volume, "prog", "level"), button("Ping", "ping", [&]() { ++clicks; }), text("clicks: 0", "clicks"), }, "root")); for (int frame = 0; frame < 90; ++frame) { bgA->transform()->x = 40.f + float(frame) * 1.2f; bgB->transform()->y = 220.f + std::sin(float(frame) * 0.08f) * 24.f; volume = 0.35f + 0.3f * (0.5f + 0.5f * std::sin(float(frame) * 0.06f)); ui->remountAs("gallery", window("EVEngine Preview", { text("UI overlay + world sprites", "title"), separator("sep0"), checkbox("Mute", muted, "mute", [&](bool v) { muted = v; }), slider("Volume", volume, 0.f, 1.f, "vol", [&](float v) { volume = v; }), progress(volume, "prog", muted ? "muted" : "level"), button("Ping", "ping", [&]() { ++clicks; }), text("clicks: " + std::to_string(clicks) + " vol: " + std::to_string(int(volume * 100.f)), "clicks"), }, "root")); ui->beginFrameAndRender(); RenderSystem::render(*gfx); ui->dispatchEvents(); SDL_Event e; while (SDL_PollEvent(&e)) { ui->processEvent(&e); if (e.type == SDL_QUIT) break; } SDL_Delay(16); } CHECK(UISystem::findHost("gallery") != nullptr); bgA->sprite()->visible = false; bgB->sprite()->visible = false; win->close(); }