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