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78 lines
2.2 KiB
C++
78 lines
2.2 KiB
C++
#include <SFML/System/Angle.hpp>
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#include <SFML/System/String.hpp>
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#include <SFML/System/Time.hpp>
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#include <SFML/System/Vector2.hpp>
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#include <SFML/System/Vector3.hpp>
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#include <catch2/catch_approx.hpp>
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#include <SystemUtil.hpp>
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#include <iomanip>
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#include <limits>
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namespace sf
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{
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void setStreamPrecision(std::ostream& os, int maxDigits10)
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{
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os << std::fixed << std::setprecision(maxDigits10);
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}
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std::ostream& operator<<(std::ostream& os, const Angle& angle)
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{
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setStreamPrecision(os, std::numeric_limits<float>::max_digits10);
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return os << angle.asDegrees() << " deg";
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}
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std::ostream& operator<<(std::ostream& os, const String& string)
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{
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return os << string.toAnsiString();
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}
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std::ostream& operator<<(std::ostream& os, Time time)
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{
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return os << time.asMicroseconds() << "us";
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}
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template <typename T>
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std::ostream& operator<<(std::ostream& os, const Vector2<T>& vector)
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{
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setStreamPrecision(os, std::numeric_limits<T>::max_digits10);
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return os << "(" << vector.x << ", " << vector.y << ")";
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}
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template <typename T>
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std::ostream& operator<<(std::ostream& os, const Vector3<T>& vector)
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{
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setStreamPrecision(os, std::numeric_limits<T>::max_digits10);
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return os << "(" << vector.x << ", " << vector.y << ", " << vector.z << ")";
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}
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template std::ostream& operator<<(std::ostream&, const Vector2<int>&);
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template std::ostream& operator<<(std::ostream&, const Vector2<unsigned int>&);
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template std::ostream& operator<<(std::ostream&, const Vector2<float>&);
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template std::ostream& operator<<(std::ostream&, const Vector3<int>&);
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template std::ostream& operator<<(std::ostream&, const Vector3<unsigned int>&);
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template std::ostream& operator<<(std::ostream&, const Vector3<float>&);
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} // namespace sf
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bool operator==(const float& lhs, const Approx<float>& rhs)
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{
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return static_cast<double>(lhs) == Catch::Approx(static_cast<double>(rhs.value)).margin(1e-5);
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}
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bool operator==(const sf::Vector2f& lhs, const Approx<sf::Vector2f>& rhs)
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{
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return (lhs - rhs.value).length() == Approx(0.f);
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}
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bool operator==(const sf::Vector3f& lhs, const Approx<sf::Vector3f>& rhs)
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{
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return (lhs - rhs.value).length() == Approx(0.f);
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}
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bool operator==(const sf::Angle& lhs, const Approx<sf::Angle>& rhs)
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{
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return lhs.asDegrees() == Approx(rhs.value.asDegrees());
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}
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