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-12
@@ -2,8 +2,6 @@ package inc
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import "testing"
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// The engine's textWidth counts bytes, which mismeasures any non-ASCII string.
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// Ours counts runes — pin that down, because wrapping depends on it.
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func TestTextWidthCountsRunes(t *testing.T) {
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if got, want := textW("naïve"), 5*glyphW; got != want {
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t.Errorf("textW(naïve) = %d, want %d", got, want)
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@@ -35,11 +33,6 @@ func TestClipFits(t *testing.T) {
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}
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}
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// Regression guard for the bug that made the first build unreadable: the
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// layout was derived from the wireframe deck's ratios, where text is 2.8% of
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// the screen height, while the engine's debug font is a fixed 6×16 cell. At
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// 320×200 that is 8% — so rows overlapped and the top bar overflowed into the
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// scene. Every text row must be at least as tall as the glyph cell.
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func TestLayoutFitsTheFont(t *testing.T) {
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if LineH < glyphH {
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t.Errorf("LineH (%d) is shorter than the glyph cell (%d): rows will overlap", LineH, glyphH)
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@@ -47,21 +40,18 @@ func TestLayoutFitsTheFont(t *testing.T) {
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if TopBarH < glyphH {
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t.Errorf("TopBarH (%d) cannot hold a %dpx glyph", TopBarH, glyphH)
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}
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// The tape channel must fit a header, a rule and at least four body rows —
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// below that the dialogue is unreadable.
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const channelH = ScreenH - HUDTop - 4
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body := (channelH - Pad*2 - LineH - 6) / LineH
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if body < 4 {
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t.Errorf("tape channel only fits %d body rows, want >= 4", body)
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}
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// The two tape slots must fit their two rows inside their border.
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if slotsH < LineH*2+Pad {
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t.Errorf("slotsH (%d) cannot hold two %dpx rows", slotsH, LineH)
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}
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}
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// The HUD must not reach outside the screen, and the scene must keep a usable
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// aspect ratio for a point & click background.
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func TestSceneProportions(t *testing.T) {
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if invY+invSlot*2+invGap > ScreenH {
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t.Errorf("inventory runs off the bottom: %d > %d", invY+invSlot*2+invGap, ScreenH)
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