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c8c8673259
As a rule of thumb, if the type is less than or equal to the CPU register width times two then you ought to pass it by value. This will lead to more efficient code generation.
147 lines
5.8 KiB
C++
147 lines
5.8 KiB
C++
#include <SFML/Graphics/RenderTarget.hpp>
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#include <catch2/catch_test_macros.hpp>
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#include <catch2/matchers/catch_matchers_floating_point.hpp>
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#include <SystemUtil.hpp>
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#include <type_traits>
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class RenderTarget : public sf::RenderTarget
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{
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public:
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RenderTarget() = default;
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private:
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sf::Vector2u getSize() const override
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{
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return {640, 480};
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}
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};
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TEST_CASE("[Graphics] sf::RenderTarget")
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{
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SECTION("Type traits")
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{
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STATIC_CHECK(!std::is_constructible_v<sf::RenderTarget>);
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STATIC_CHECK(!std::is_copy_constructible_v<sf::RenderTarget>);
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STATIC_CHECK(!std::is_copy_assignable_v<sf::RenderTarget>);
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STATIC_CHECK(!std::is_nothrow_move_constructible_v<sf::RenderTarget>);
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STATIC_CHECK(std::is_nothrow_move_assignable_v<sf::RenderTarget>);
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}
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SECTION("Construction")
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{
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const RenderTarget renderTarget;
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CHECK(renderTarget.getView().getCenter() == sf::Vector2f(500, 500));
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CHECK(renderTarget.getView().getSize() == sf::Vector2f(1000, 1000));
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CHECK(renderTarget.getView().getRotation() == sf::Angle::Zero);
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CHECK(renderTarget.getView().getViewport() == sf::FloatRect({0, 0}, {1, 1}));
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CHECK(renderTarget.getView().getTransform() == sf::Transform(.002f, 0, -1, 0, -.002f, 1, 0, 0, 1));
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CHECK(renderTarget.getDefaultView().getCenter() == sf::Vector2f(500, 500));
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CHECK(renderTarget.getDefaultView().getSize() == sf::Vector2f(1000, 1000));
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CHECK(renderTarget.getDefaultView().getRotation() == sf::Angle::Zero);
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CHECK(renderTarget.getDefaultView().getViewport() == sf::FloatRect({0, 0}, {1, 1}));
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CHECK(renderTarget.getDefaultView().getTransform() == sf::Transform(.002f, 0, -1, 0, -.002f, 1, 0, 0, 1));
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CHECK(!renderTarget.isSrgb());
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}
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SECTION("Set/get view")
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{
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RenderTarget renderTarget;
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renderTarget.setView({{1, 2}, {3, 4}});
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CHECK(renderTarget.getView().getCenter() == sf::Vector2f(1, 2));
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CHECK(renderTarget.getView().getSize() == sf::Vector2f(3, 4));
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}
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SECTION("setActive()")
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{
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RenderTarget renderTarget;
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CHECK(renderTarget.setActive());
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CHECK(renderTarget.setActive(false));
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CHECK(renderTarget.setActive(true));
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}
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const auto makeView = [](const auto& viewport)
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{
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sf::View view;
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view.setViewport(viewport);
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return view;
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};
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SECTION("getViewport(const View&)")
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{
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const RenderTarget renderTarget;
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CHECK(renderTarget.getViewport(makeView(sf::FloatRect({0, 0}, {1, 1}))) == sf::IntRect({0, 0}, {640, 480}));
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CHECK(renderTarget.getViewport(makeView(sf::FloatRect({1, 1}, {.5f, .25f}))) ==
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sf::IntRect({640, 480}, {320, 120}));
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CHECK(renderTarget.getViewport(makeView(sf::FloatRect({.5f, .5f}, {.25f, .75f}))) ==
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sf::IntRect({320, 240}, {160, 360}));
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}
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SECTION("getScissor(const View&)")
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{
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const RenderTarget renderTarget;
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CHECK(renderTarget.getScissor(makeView(sf::FloatRect({0, 0}, {1, 1}))) == sf::IntRect({0, 0}, {640, 480}));
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CHECK(renderTarget.getScissor(makeView(sf::FloatRect({1, 1}, {.5f, .25f}))) == sf::IntRect({0, 0}, {640, 480}));
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CHECK(renderTarget.getScissor(makeView(sf::FloatRect({.5f, .5f}, {.25f, .75f}))) ==
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sf::IntRect({0, 0}, {640, 480}));
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}
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SECTION("mapPixelToCoords(Vector2i)")
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{
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sf::View view;
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view.move({5, 5});
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view.setViewport(sf::FloatRect({0, 0}, {.5f, 1}));
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RenderTarget renderTarget;
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renderTarget.setView(view);
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const auto [x1, y1] = renderTarget.mapPixelToCoords({0, 0});
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CHECK_THAT(x1, Catch::Matchers::WithinRel(5, 1e-4));
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CHECK_THAT(y1, Catch::Matchers::WithinRel(5, 1e-4));
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const auto [x2, y2] = renderTarget.mapPixelToCoords({1, 1});
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CHECK_THAT(x2, Catch::Matchers::WithinRel(8.125, 1e-4));
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CHECK_THAT(y2, Catch::Matchers::WithinRel(7.0833, 1e-4));
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const auto [x3, y3] = renderTarget.mapPixelToCoords({320, 240});
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CHECK_THAT(x3, Catch::Matchers::WithinRel(1005, 1e-5));
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CHECK_THAT(y3, Catch::Matchers::WithinRel(505, 1e-5));
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}
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SECTION("mapPixelToCoords(Vector2i, const View&)")
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{
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sf::View view;
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view.move({5, 5});
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view.setViewport(sf::FloatRect({.5f, .5f}, {.5f, 1}));
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const RenderTarget renderTarget;
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const auto [x1, y1] = renderTarget.mapPixelToCoords({0, 0}, view);
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CHECK_THAT(x1, Catch::Matchers::WithinRel(-995, 1e-5));
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CHECK_THAT(y1, Catch::Matchers::WithinRel(-495, 1e-5));
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const auto [x2, y2] = renderTarget.mapPixelToCoords({320, 480}, view);
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CHECK_THAT(x2, Catch::Matchers::WithinAbs(5, 1e-4));
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CHECK_THAT(y2, Catch::Matchers::WithinRel(505, 1e-5));
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}
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SECTION("mapCoordsToPixel(Vector2f)")
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{
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sf::View view;
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view.move({5, 5});
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view.setViewport(sf::FloatRect({.25f, 0}, {1, 1}));
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RenderTarget renderTarget;
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renderTarget.setView(view);
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CHECK(renderTarget.mapCoordsToPixel({0, 0}) == sf::Vector2i(156, -2));
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CHECK(renderTarget.mapCoordsToPixel({-500, 0}) == sf::Vector2i(-163, -2));
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CHECK(renderTarget.mapCoordsToPixel({0, -250}) == sf::Vector2i(156, -122));
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}
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SECTION("mapCoordsToPixel(Vector2f, const View&)")
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{
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sf::View view;
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view.move({5, 5});
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view.setViewport(sf::FloatRect({0, 0}, {.5, .25f}));
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RenderTarget renderTarget;
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renderTarget.setView(view);
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CHECK(renderTarget.mapCoordsToPixel({0, 0}) == sf::Vector2i(-1, 0));
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CHECK(renderTarget.mapCoordsToPixel({320, 0}) == sf::Vector2i(100, 0));
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CHECK(renderTarget.mapCoordsToPixel({0, 480}) == sf::Vector2i(-1, 57));
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CHECK(renderTarget.mapCoordsToPixel({640, 480}) == sf::Vector2i(203, 57));
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}
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}
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