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UnitSelectionEvent now forwards to view.setSelectedUnit(unit.id()) in mountWebGLDebugRenderer; the renderer's SelectionBoxPass draws the animated stippled outline on the GPU. UILayer still tracks selectedUnit for game-logic readers (the click handlers) but no longer paints to canvas2D for it. Drops drawSelectionBox + lastSelectionBoxCenter (~50 LOC) plus the per-tick single-unit redraw in tick(). Multi-selection stays on canvas2D — SelectionBoxPass is single-unit only. Test update: replaces the now-dead drawSelectionBox spy with a selectedUnit state assertion + a deselect case.
73 lines
2.2 KiB
TypeScript
73 lines
2.2 KiB
TypeScript
import { UILayer } from "../../../src/client/graphics/layers/UILayer";
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import { UnitSelectionEvent } from "../../../src/client/InputHandler";
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describe("UILayer", () => {
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let game: any;
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let eventBus: any;
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let transformHandler: any;
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beforeEach(() => {
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game = {
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width: () => 100,
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height: () => 100,
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config: () => ({
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theme: () => ({
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territoryColor: () => ({
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lighten: () => ({ alpha: () => ({ toRgbString: () => "#fff" }) }),
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}),
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}),
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}),
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x: () => 10,
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y: () => 10,
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unitInfo: () => ({ maxHealth: 10, constructionDuration: 5 }),
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myPlayer: () => ({ id: () => 1 }),
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ticks: () => 1,
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updatesSinceLastTick: () => undefined,
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};
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eventBus = { on: vi.fn() };
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transformHandler = {};
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});
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it("should initialize and redraw canvas", () => {
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const ui = new UILayer(game, eventBus, transformHandler);
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ui.redraw();
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expect(ui["canvas"].width).toBe(100);
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expect(ui["canvas"].height).toBe(100);
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expect(ui["context"]).not.toBeNull();
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});
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it("tracks the selected unit on single-unit selection (rendering is WebGL)", () => {
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const ui = new UILayer(game, eventBus, transformHandler);
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ui.redraw();
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const unit = {
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type: () => "Warship",
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isActive: () => true,
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tile: () => ({}),
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owner: () => ({}),
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};
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const event = { isSelected: true, unit };
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ui["onUnitSelection"](event as UnitSelectionEvent);
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// selectedUnit is held for game-logic callers (the click handlers). The
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// visual selection box is now drawn by WebGL SelectionBoxPass — wired
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// from ClientGameRunner via view.setSelectedUnit(unit.id()).
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expect(ui["selectedUnit"]).toBe(unit);
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});
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it("clears selection on deselect", () => {
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const ui = new UILayer(game, eventBus, transformHandler);
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ui.redraw();
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const unit = {
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type: () => "Warship",
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isActive: () => true,
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tile: () => ({}),
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owner: () => ({}),
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};
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ui["onUnitSelection"]({ isSelected: true, unit } as UnitSelectionEvent);
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ui["onUnitSelection"]({
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isSelected: false,
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unit: null,
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} as unknown as UnitSelectionEvent);
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expect(ui["selectedUnit"]).toBeNull();
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});
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});
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