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014366b84a
it returns 32 on my system, 64 should still be a reasonable value
80 lines
2.3 KiB
C++
80 lines
2.3 KiB
C++
#include <SFML/Graphics/RenderTexture.hpp>
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#include <catch2/catch_test_macros.hpp>
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#include <WindowUtil.hpp>
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#include <type_traits>
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TEST_CASE("[Graphics] sf::RenderTexture", runDisplayTests())
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{
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SECTION("Type traits")
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{
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STATIC_CHECK(!std::is_copy_constructible_v<sf::RenderTexture>);
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STATIC_CHECK(!std::is_copy_assignable_v<sf::RenderTexture>);
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STATIC_CHECK(std::is_nothrow_move_constructible_v<sf::RenderTexture>);
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STATIC_CHECK(std::is_nothrow_move_assignable_v<sf::RenderTexture>);
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}
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SECTION("Construction")
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{
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const sf::RenderTexture renderTexture;
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CHECK(!renderTexture.isSmooth());
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CHECK(!renderTexture.isRepeated());
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CHECK(renderTexture.getSize() == sf::Vector2u(0, 0));
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}
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SECTION("create()")
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{
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sf::RenderTexture renderTexture;
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CHECK(!renderTexture.create({1'000'000, 1'000'000}));
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CHECK(renderTexture.create({480, 360}));
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CHECK(!renderTexture.isSmooth());
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CHECK(!renderTexture.isRepeated());
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CHECK(renderTexture.getSize() == sf::Vector2u(480, 360));
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CHECK(!renderTexture.isSrgb());
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}
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SECTION("getMaximumAntialiasingLevel()")
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{
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CHECK(sf::RenderTexture::getMaximumAntialiasingLevel() <= 64);
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}
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SECTION("Set/get smooth")
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{
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sf::RenderTexture renderTexture;
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renderTexture.setSmooth(true);
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CHECK(renderTexture.isSmooth());
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}
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SECTION("Set/get repeated")
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{
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sf::RenderTexture renderTexture;
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renderTexture.setRepeated(true);
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CHECK(renderTexture.isRepeated());
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}
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SECTION("generateMipmap()")
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{
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sf::RenderTexture renderTexture;
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CHECK(!renderTexture.generateMipmap());
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CHECK(renderTexture.create({480, 360}));
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CHECK(renderTexture.generateMipmap());
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}
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SECTION("setActive()")
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{
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sf::RenderTexture renderTexture;
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CHECK(!renderTexture.setActive());
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CHECK(renderTexture.create({480, 360}));
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CHECK(renderTexture.setActive());
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}
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SECTION("getTexture()")
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{
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sf::RenderTexture renderTexture;
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CHECK(renderTexture.getTexture().getSize() == sf::Vector2u(0, 0));
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CHECK(renderTexture.create({480, 360}));
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CHECK(renderTexture.getTexture().getSize() == sf::Vector2u(480, 360));
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}
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}
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