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godot/tests/scene/test_sprite_2d.h
noahbackus 9d30169a8d
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initial commit, 4.5 stable
2025-09-16 20:46:46 -04:00

268 lines
8.4 KiB
C++

/**************************************************************************/
/* test_sprite_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "scene/2d/sprite_2d.h"
#include "tests/test_macros.h"
#include "tests/test_utils.h"
namespace TestSprite2D {
TEST_CASE("[SceneTree][Sprite2D] Constructor") {
Sprite2D *sprite_2d = memnew(Sprite2D);
CHECK(sprite_2d->get_texture().is_null());
CHECK_EQ(sprite_2d->get_offset(), Point2(0, 0));
CHECK(sprite_2d->is_centered());
CHECK_FALSE(sprite_2d->is_flipped_h());
CHECK_FALSE(sprite_2d->is_flipped_v());
CHECK_EQ(sprite_2d->get_hframes(), 1);
CHECK_EQ(sprite_2d->get_vframes(), 1);
CHECK_EQ(sprite_2d->get_frame(), 0);
CHECK_EQ(sprite_2d->get_frame_coords(), Vector2i(0, 0));
CHECK_FALSE(sprite_2d->is_region_enabled());
memdelete(sprite_2d);
}
TEST_CASE("[SceneTree][Sprite2D] Frames") {
Sprite2D *sprite_2d = memnew(Sprite2D);
SUBCASE("Invalid range") {
ERR_PRINT_OFF;
sprite_2d->set_frame(30);
sprite_2d->set_frame(-1);
ERR_PRINT_ON;
CHECK(sprite_2d->get_frame() == 0);
}
SUBCASE("Base value") {
sprite_2d->set_hframes(1);
sprite_2d->set_vframes(1);
CHECK(sprite_2d->get_frame() == 0);
}
SUBCASE("2x2 frames") {
sprite_2d->set_hframes(2);
sprite_2d->set_vframes(2);
CHECK(sprite_2d->get_hframes() == 2);
CHECK(sprite_2d->get_vframes() == 2);
sprite_2d->set_frame(0);
CHECK(sprite_2d->get_frame() == 0);
CHECK_EQ(sprite_2d->get_frame_coords(), Vector2i(0, 0));
sprite_2d->set_frame(1);
CHECK(sprite_2d->get_frame() == 1);
CHECK_EQ(sprite_2d->get_frame_coords(), Vector2i(1, 0));
sprite_2d->set_frame(2);
CHECK(sprite_2d->get_frame() == 2);
CHECK_EQ(sprite_2d->get_frame_coords(), Vector2i(0, 1));
sprite_2d->set_frame(3);
CHECK(sprite_2d->get_frame() == 3);
CHECK_EQ(sprite_2d->get_frame_coords(), Vector2i(1, 1));
}
SUBCASE("4x4 frames") {
sprite_2d->set_hframes(4);
sprite_2d->set_vframes(4);
CHECK(sprite_2d->get_hframes() == 4);
CHECK(sprite_2d->get_vframes() == 4);
sprite_2d->set_frame(0);
CHECK(sprite_2d->get_frame() == 0);
CHECK_EQ(sprite_2d->get_frame_coords(), Vector2i(0, 0));
sprite_2d->set_frame(2);
CHECK(sprite_2d->get_frame() == 2);
CHECK_EQ(sprite_2d->get_frame_coords(), Vector2i(2, 0));
sprite_2d->set_frame(4);
CHECK(sprite_2d->get_frame() == 4);
CHECK_EQ(sprite_2d->get_frame_coords(), Vector2i(0, 1));
sprite_2d->set_frame(6);
CHECK(sprite_2d->get_frame() == 6);
CHECK_EQ(sprite_2d->get_frame_coords(), Vector2i(2, 1));
sprite_2d->set_frame(8);
CHECK(sprite_2d->get_frame() == 8);
CHECK_EQ(sprite_2d->get_frame_coords(), Vector2i(0, 2));
sprite_2d->set_frame(10);
CHECK(sprite_2d->get_frame() == 10);
CHECK_EQ(sprite_2d->get_frame_coords(), Vector2i(2, 2));
sprite_2d->set_frame(12);
CHECK(sprite_2d->get_frame() == 12);
CHECK_EQ(sprite_2d->get_frame_coords(), Vector2i(0, 3));
sprite_2d->set_frame(14);
CHECK(sprite_2d->get_frame() == 14);
CHECK_EQ(sprite_2d->get_frame_coords(), Vector2i(2, 3));
}
SUBCASE("8x4 frames") {
sprite_2d->set_hframes(8);
sprite_2d->set_vframes(4);
CHECK(sprite_2d->get_hframes() == 8);
CHECK(sprite_2d->get_vframes() == 4);
sprite_2d->set_frame(0);
CHECK(sprite_2d->get_frame() == 0);
CHECK_EQ(sprite_2d->get_frame_coords(), Vector2i(0, 0));
sprite_2d->set_frame(4);
CHECK(sprite_2d->get_frame() == 4);
CHECK_EQ(sprite_2d->get_frame_coords(), Vector2i(4, 0));
sprite_2d->set_frame(8);
CHECK(sprite_2d->get_frame() == 8);
CHECK_EQ(sprite_2d->get_frame_coords(), Vector2i(0, 1));
sprite_2d->set_frame(16);
CHECK(sprite_2d->get_frame() == 16);
CHECK_EQ(sprite_2d->get_frame_coords(), Vector2i(0, 2));
sprite_2d->set_frame(31);
CHECK(sprite_2d->get_frame() == 31);
CHECK_EQ(sprite_2d->get_frame_coords(), Vector2i(7, 3));
}
SUBCASE("100x100 frames") {
sprite_2d->set_hframes(100);
sprite_2d->set_vframes(100);
CHECK(sprite_2d->get_hframes() == 100);
CHECK(sprite_2d->get_vframes() == 100);
sprite_2d->set_frame(0);
CHECK(sprite_2d->get_frame() == 0);
CHECK_EQ(sprite_2d->get_frame_coords(), Vector2i(0, 0));
sprite_2d->set_frame(60);
CHECK(sprite_2d->get_frame() == 60);
CHECK_EQ(sprite_2d->get_frame_coords(), Vector2i(60, 0));
sprite_2d->set_frame(120);
CHECK(sprite_2d->get_frame() == 120);
CHECK_EQ(sprite_2d->get_frame_coords(), Vector2i(20, 1));
sprite_2d->set_frame(240);
CHECK(sprite_2d->get_frame() == 240);
CHECK_EQ(sprite_2d->get_frame_coords(), Vector2i(40, 2));
sprite_2d->set_frame(360);
CHECK(sprite_2d->get_frame() == 360);
CHECK_EQ(sprite_2d->get_frame_coords(), Vector2i(60, 3));
sprite_2d->set_frame(2048);
CHECK(sprite_2d->get_frame() == 2048);
CHECK_EQ(sprite_2d->get_frame_coords(), Vector2i(48, 20));
sprite_2d->set_frame(8192);
CHECK(sprite_2d->get_frame() == 8192);
CHECK_EQ(sprite_2d->get_frame_coords(), Vector2i(92, 81));
}
memdelete(sprite_2d);
}
TEST_CASE("[SceneTree][Sprite2D] Flipping") {
Sprite2D *sprite_2d = memnew(Sprite2D);
SUBCASE("Both False") {
CHECK_FALSE(sprite_2d->is_flipped_h());
CHECK_FALSE(sprite_2d->is_flipped_v());
}
SUBCASE("Both True") {
sprite_2d->set_flip_h(true);
sprite_2d->set_flip_v(true);
CHECK(sprite_2d->is_flipped_h());
CHECK(sprite_2d->is_flipped_v());
}
SUBCASE("True False") {
sprite_2d->set_flip_h(true);
sprite_2d->set_flip_v(false);
CHECK(sprite_2d->is_flipped_h());
CHECK_FALSE(sprite_2d->is_flipped_v());
}
SUBCASE("False True") {
sprite_2d->set_flip_h(false);
sprite_2d->set_flip_v(true);
CHECK_FALSE(sprite_2d->is_flipped_h());
CHECK(sprite_2d->is_flipped_v());
}
memdelete(sprite_2d);
}
TEST_CASE("[SceneTree][Sprite2D] Offset") {
Sprite2D *sprite_2d = memnew(Sprite2D);
sprite_2d->set_offset(Point2(0.0, 0.0));
CHECK(sprite_2d->get_offset() == Point2(0.0, 0.0));
sprite_2d->set_offset(Point2(8.0, 8.0));
CHECK(sprite_2d->get_offset() == Point2(8.0, 8.0));
sprite_2d->set_offset(Point2(25.0, 50.0));
CHECK(sprite_2d->get_offset() == Point2(25.0, 50.0));
sprite_2d->set_offset(Point2(500.0, 250.0));
CHECK(sprite_2d->get_offset() == Point2(500.0, 250.0));
sprite_2d->set_offset(Point2(-8.0, -8.0));
CHECK(sprite_2d->get_offset() == Point2(-8.0, -8.0));
sprite_2d->set_offset(Point2(-25.0, -50.0));
CHECK(sprite_2d->get_offset() == Point2(-25.0, -50.0));
sprite_2d->set_offset(Point2(-500.0, -250.0));
CHECK(sprite_2d->get_offset() == Point2(-500.0, -250.0));
memdelete(sprite_2d);
}
} // namespace TestSprite2D