Files
MonoGame.Extended/tests/MonoGame.Extended.Tests/Serialization/ColorJsonConverterTests.cs
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Christopher Whitley 3a5269cfea Reorganization (#909)
* Removed MonoGame.Extended.Animations
This project was just a shell that referenced MonoGame.Extended.csproj. It added no additional functionality.

* Rework BitmapFonts for new project organization.

* Cleanup namespaces

* Cleanup namespaces

* Move MonoGame.Extended.Collision into base project

* Moved MonoGame.Extended.Entities into base project

* Moved MonoGame.Extended.Graphics into base project

* Moved MonoGame.Extended.Graphics into base project

* Moved MonoGame.Extended.Input into base project

* Moved MonoGame.Extended.Particles into base project

* Moved MonoGame.Extended.Tiled into base project

* Moved MonoGame.Extended.Tiled into base project

* Moved MonoGame.Extended.Tweening into base project

* Removing SpriteFactory support
This will be added back in at a later date once the SpriteFactory application has been updated

* Update TexturePacker content import support

* Only needs to reference base project now

* Moved to Serialization namespace

* Moved  Json serialization to Serialization.Json namespace

* Moved TexturePacker content DTOs to the Content namespace

* Renamed to Texture2DRegion.Extensions.cs

* Cleaned up namespace

* Moved ReadTiledMapProperties into the ContentReaderExtensions

* Created an Extended content manager

* Moved Tweening tests to base test project

* Moved Tiled test to base test project

* Moved Entities Tests to base test project

* Moved Entities tests to base test project

* Moved Collisions tests to base test project

* Moved Pipeline Tiled test to Pipeline tests project

* Use `var` instead of full type name

* Add Tiled namespace

* Correct `Metadata` property name to new `Meta` property name

* Cleanup namespace

* Add effects namespace

* Add Content namespace

* Update using statements to new namespaces

* Move Pipeline Tiled tests to Pipeline test project

* Use correct namespace

* Use `var` instead of typing out nested types

* Remove unused namespaces

* Update to new namespaces

* Remove unused namespaces

* Update to new namespaces

* Remove dependency on Particles csproj

* Update included content on build

* Add embedded resources

* Merge multi csproj structure into single csproj structure

* TexturePackerPoint properties should be `double` not `int`

* Update csproj

* Use dotnet tool to rebuild effects

* Move effect compilation to targets file
This will ensure the effects are always built

* Fix workflow to build effects on linux

* Set wine path

* Export instead of using actions env section

* Revert back to manual effect compile until automation can be solved on GitHub Ubuntu runner
2024-07-06 23:46:20 -04:00

67 lines
1.9 KiB
C#

using System;
using System.IO;
using System.Text;
using System.Text.Json;
using Microsoft.Xna.Framework;
using MonoGame.Extended.Serialization.Json;
namespace MonoGame.Extended.Tests.Serialization;
public sealed class ColorJsonConverterTests
{
private readonly ColorJsonConverter _converter = new ColorJsonConverter();
[Fact]
public void CanConvert_ColorType_ReturnsTrue()
{
var colorType = typeof(Color);
var result = _converter.CanConvert(colorType);
Assert.True(result);
}
[Fact]
public void CanConvert_NonColorType_ReturnsFalse()
{
var otherType = typeof(string);
var result = _converter.CanConvert(otherType);
Assert.False(result);
}
[Theory]
[InlineData("Red", 255, 0, 0, 255)]
[InlineData("#FF0000FF", 255, 0, 0, 255)]
public void Read_ValidColorJson_ReturnsExpectedColor(string jsonValue, byte r, byte g, byte b, byte a)
{
var json = $"\"{jsonValue}\"";
var reader = new Utf8JsonReader(Encoding.UTF8.GetBytes(json));
reader.Read();
var actual = _converter.Read(ref reader, typeof(Color), new JsonSerializerOptions());
var expected = new Color(r, g, b, a);
Assert.Equal(expected, actual);
}
[Fact]
public void Write_ValidColor_WritesExpectedJson()
{
var expected = "#ff000000";
var color = ColorHelper.FromHex(expected);
using var stream = new MemoryStream();
using var writer = new Utf8JsonWriter(stream);
_converter.Write(writer, color, new JsonSerializerOptions());
writer.Flush();
var actual = Encoding.UTF8.GetString(stream.ToArray());
Assert.Equal($"\"{expected}\"", actual);
}
[Fact]
public void Write_NullWrier_ThrowArgumentNullException()
{
var color = Color.DarkOrange;
Assert.Throws<ArgumentNullException>(() => _converter.Write(null, color, new JsonSerializerOptions()));
}
}