using Shouldly; using Xunit; namespace Spectre.Console.Tests.Unit { public partial class AnsiConsoleTests { public sealed class TrueColor { [Theory] [InlineData(true, "\u001b[38;2;128;0;128mHello\u001b[0m")] [InlineData(false, "\u001b[48;2;128;0;128mHello\u001b[0m")] public void Should_Return_Correct_Code(bool foreground, string expected) { // Given var fixture = new AnsiConsoleFixture(ColorSystem.TrueColor); fixture.Console.SetColor(new Color(128, 0, 128), foreground); // When fixture.Console.Write("Hello"); // Then fixture.Output.ShouldBe(expected); } [Theory] [InlineData(true, "\u001b[38;5;5mHello\u001b[0m")] [InlineData(false, "\u001b[48;5;5mHello\u001b[0m")] public void Should_Return_Eight_Bit_Ansi_Code_For_Known_Colors(bool foreground, string expected) { // Given var fixture = new AnsiConsoleFixture(ColorSystem.TrueColor); fixture.Console.SetColor(Color.Purple, foreground); // When fixture.Console.Write("Hello"); // Then fixture.Output.ShouldBe(expected); } } public sealed class EightBit { [Theory] [InlineData(true, "\u001b[38;5;3mHello\u001b[0m")] [InlineData(false, "\u001b[48;5;3mHello\u001b[0m")] public void Should_Return_Correct_Code_For_Known_Color(bool foreground, string expected) { // Given var fixture = new AnsiConsoleFixture(ColorSystem.EightBit); fixture.Console.SetColor(Color.Olive, foreground); // When fixture.Console.Write("Hello"); // Then fixture.Output.ShouldBe(expected); } [Theory] [InlineData(true, "\u001b[38;5;3mHello\u001b[0m")] [InlineData(false, "\u001b[48;5;3mHello\u001b[0m")] public void Should_Map_TrueColor_To_Nearest_Eight_Bit_Color_If_Possible(bool foreground, string expected) { // Given var fixture = new AnsiConsoleFixture(ColorSystem.EightBit); fixture.Console.SetColor(new Color(128, 128, 0), foreground); // When fixture.Console.Write("Hello"); // Then fixture.Output.ShouldBe(expected); } [Theory] [InlineData(true, "\u001b[38;5;3mHello\u001b[0m")] [InlineData(false, "\u001b[48;5;3mHello\u001b[0m")] public void Should_Estimate_TrueColor_To_Nearest_Eight_Bit_Color(bool foreground, string expected) { // Given var fixture = new AnsiConsoleFixture(ColorSystem.EightBit); fixture.Console.SetColor(new Color(126, 127, 0), foreground); // When fixture.Console.Write("Hello"); // Then fixture.Output.ShouldBe(expected); } } public sealed class Standard { [Theory] [InlineData(true, "\u001b[33mHello\u001b[0m")] [InlineData(false, "\u001b[43mHello\u001b[0m")] public void Should_Return_Correct_Code_For_Known_Color(bool foreground, string expected) { // Given var fixture = new AnsiConsoleFixture(ColorSystem.Standard); fixture.Console.SetColor(Color.Olive, foreground); // When fixture.Console.Write("Hello"); // Then fixture.Output.ShouldBe(expected); } [Theory] [InlineData(true, 128, 128, 128, "\u001b[90mHello\u001b[0m")] [InlineData(false, 128, 128, 128, "\u001b[100mHello\u001b[0m")] [InlineData(true, 0, 128, 0, "\u001b[32mHello\u001b[0m")] [InlineData(false, 0, 128, 0, "\u001b[42mHello\u001b[0m")] public void Should_Map_TrueColor_To_Nearest_Four_Bit_Color_If_Possible( bool foreground, byte r, byte g, byte b, string expected) { // Given var fixture = new AnsiConsoleFixture(ColorSystem.Standard); fixture.Console.SetColor(new Color(r, g, b), foreground); // When fixture.Console.Write("Hello"); // Then fixture.Output.ShouldBe(expected); } [Theory] [InlineData(true, 112, 120, 128, "\u001b[90mHello\u001b[0m")] [InlineData(false, 112, 120, 128, "\u001b[100mHello\u001b[0m")] [InlineData(true, 0, 120, 12, "\u001b[32mHello\u001b[0m")] [InlineData(false, 0, 120, 12, "\u001b[42mHello\u001b[0m")] public void Should_Estimate_TrueColor_To_Nearest_Four_Bit_Color( bool foreground, byte r, byte g, byte b, string expected) { // Given var fixture = new AnsiConsoleFixture(ColorSystem.Standard); fixture.Console.SetColor(new Color(r, g, b), foreground); // When fixture.Console.Write("Hello"); // Then fixture.Output.ShouldBe(expected); } } public sealed class Legacy { [Theory] [InlineData(true, "\u001b[33mHello\u001b[0m")] [InlineData(false, "\u001b[43mHello\u001b[0m")] public void Should_Return_Correct_Code_For_Known_Color(bool foreground, string expected) { // Given var fixture = new AnsiConsoleFixture(ColorSystem.Legacy); fixture.Console.SetColor(Color.Olive, foreground); // When fixture.Console.Write("Hello"); // Then fixture.Output.ShouldBe(expected); } [Theory] [InlineData(true, 128, 128, 128, "\u001b[37mHello\u001b[0m")] [InlineData(false, 128, 128, 128, "\u001b[47mHello\u001b[0m")] [InlineData(true, 0, 128, 0, "\u001b[32mHello\u001b[0m")] [InlineData(false, 0, 128, 0, "\u001b[42mHello\u001b[0m")] public void Should_Map_TrueColor_To_Nearest_Three_Bit_Color_If_Possible( bool foreground, byte r, byte g, byte b, string expected) { // Given var fixture = new AnsiConsoleFixture(ColorSystem.Legacy); fixture.Console.SetColor(new Color(r, g, b), foreground); // When fixture.Console.Write("Hello"); // Then fixture.Output.ShouldBe(expected); } [Theory] [InlineData(true, 112, 120, 128, "\u001b[36mHello\u001b[0m")] [InlineData(false, 112, 120, 128, "\u001b[46mHello\u001b[0m")] [InlineData(true, 0, 120, 12, "\u001b[32mHello\u001b[0m")] [InlineData(false, 0, 120, 12, "\u001b[42mHello\u001b[0m")] public void Should_Estimate_TrueColor_To_Nearest_Three_Bit_Color( bool foreground, byte r, byte g, byte b, string expected) { // Given var fixture = new AnsiConsoleFixture(ColorSystem.Legacy); fixture.Console.SetColor(new Color(r, g, b), foreground); // When fixture.Console.Write("Hello"); // Then fixture.Output.ShouldBe(expected); } } } }