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godot/tests/scene/test_texture_button.cpp
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2026-05-05 13:13:15 -05:00

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/**************************************************************************/
/* test_texture_button.cpp */
/**************************************************************************/
/* 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 */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "tests/test_macros.h"
TEST_FORCE_LINK(test_texture_button)
#include "core/io/image.h"
#include "scene/gui/texture_button.h"
#include "scene/main/scene_tree.h"
#include "scene/main/window.h"
#include "scene/resources/bit_map.h"
#include "scene/resources/image_texture.h"
namespace TestTextureButton {
static Ref<ImageTexture> make_test_texture(int p_w, int p_h) {
Ref<Image> image = memnew(Image(p_w, p_h, false, Image::FORMAT_RGB8));
return ImageTexture::create_from_image(image);
}
TEST_CASE("[SceneTree][TextureButton] Default properties") {
TextureButton *texture_button = memnew(TextureButton);
CHECK(texture_button->get_texture_normal().is_null());
CHECK(texture_button->get_texture_pressed().is_null());
CHECK(texture_button->get_texture_hover().is_null());
CHECK(texture_button->get_texture_disabled().is_null());
CHECK(texture_button->get_texture_focused().is_null());
CHECK(texture_button->get_click_mask().is_null());
CHECK_FALSE(texture_button->get_ignore_texture_size());
CHECK(texture_button->get_stretch_mode() == TextureButton::STRETCH_KEEP);
CHECK_FALSE(texture_button->is_flipped_h());
CHECK_FALSE(texture_button->is_flipped_v());
CHECK(texture_button->get_mouse_filter() == Control::MOUSE_FILTER_STOP);
CHECK(texture_button->get_combined_minimum_size() == Size2(0, 0));
memdelete(texture_button);
}
TEST_CASE("[SceneTree][TextureButton] Texture setters and getters") {
TextureButton *texture_button = memnew(TextureButton);
Ref<ImageTexture> tex_a = make_test_texture(8, 8);
Ref<ImageTexture> tex_b = make_test_texture(12, 10);
SUBCASE("texture_normal") {
texture_button->set_texture_normal(tex_a);
CHECK(texture_button->get_texture_normal() == tex_a);
texture_button->set_texture_normal(Ref<Texture2D>());
CHECK(texture_button->get_texture_normal().is_null());
}
SUBCASE("texture_pressed") {
texture_button->set_texture_pressed(tex_a);
CHECK(texture_button->get_texture_pressed() == tex_a);
texture_button->set_texture_pressed(Ref<Texture2D>());
CHECK(texture_button->get_texture_pressed().is_null());
}
SUBCASE("texture_hover") {
texture_button->set_texture_hover(tex_a);
CHECK(texture_button->get_texture_hover() == tex_a);
texture_button->set_texture_hover(Ref<Texture2D>());
CHECK(texture_button->get_texture_hover().is_null());
}
SUBCASE("texture_disabled") {
texture_button->set_texture_disabled(tex_a);
CHECK(texture_button->get_texture_disabled() == tex_a);
texture_button->set_texture_disabled(Ref<Texture2D>());
CHECK(texture_button->get_texture_disabled().is_null());
}
SUBCASE("texture_focused") {
texture_button->set_texture_focused(tex_a);
CHECK(texture_button->get_texture_focused() == tex_a);
texture_button->set_texture_focused(Ref<Texture2D>());
CHECK(texture_button->get_texture_focused().is_null());
}
SUBCASE("Independent texture slots") {
texture_button->set_texture_normal(tex_a);
texture_button->set_texture_pressed(tex_b);
CHECK(texture_button->get_texture_normal() == tex_a);
CHECK(texture_button->get_texture_pressed() == tex_b);
}
memdelete(texture_button);
}
TEST_CASE("[SceneTree][TextureButton] Click mask set and get") {
TextureButton *texture_button = memnew(TextureButton);
Ref<BitMap> mask;
mask.instantiate();
mask->create(Size2i(4, 3));
texture_button->set_click_mask(mask);
CHECK(texture_button->get_click_mask() == mask);
texture_button->set_click_mask(Ref<BitMap>());
CHECK(texture_button->get_click_mask().is_null());
memdelete(texture_button);
}
TEST_CASE("[SceneTree][TextureButton] Combined minimum size priority") {
TextureButton *texture_button = memnew(TextureButton);
Window *root = SceneTree::get_singleton()->get_root();
root->add_child(texture_button);
Ref<ImageTexture> tex_n = make_test_texture(16, 8);
Ref<ImageTexture> tex_p = make_test_texture(10, 20);
Ref<ImageTexture> tex_h = make_test_texture(4, 4);
SUBCASE("texture_normal wins when present") {
texture_button->set_texture_normal(tex_n);
texture_button->set_texture_pressed(tex_p);
texture_button->set_texture_hover(tex_h);
SceneTree::get_singleton()->process(0);
CHECK(texture_button->get_combined_minimum_size() == Size2(16, 8));
}
SUBCASE("texture_pressed when normal is empty") {
texture_button->set_texture_pressed(tex_p);
texture_button->set_texture_hover(tex_h);
SceneTree::get_singleton()->process(0);
CHECK(texture_button->get_combined_minimum_size() == Size2(10, 20));
}
SUBCASE("texture_hover when normal and pressed are empty") {
texture_button->set_texture_hover(tex_h);
SceneTree::get_singleton()->process(0);
CHECK(texture_button->get_combined_minimum_size() == Size2(4, 4));
}
SUBCASE("click_mask size when no textures") {
Ref<BitMap> mask;
mask.instantiate();
mask->create(Size2i(7, 5));
texture_button->set_click_mask(mask);
SceneTree::get_singleton()->process(0);
CHECK(texture_button->get_combined_minimum_size() == Size2(7, 5));
}
memdelete(texture_button);
}
TEST_CASE("[SceneTree][TextureButton] ignore_texture_size") {
TextureButton *texture_button = memnew(TextureButton);
Window *root = SceneTree::get_singleton()->get_root();
root->add_child(texture_button);
Ref<ImageTexture> tex = make_test_texture(32, 16);
texture_button->set_texture_normal(tex);
texture_button->set_ignore_texture_size(true);
SceneTree::get_singleton()->process(0);
CHECK(texture_button->get_combined_minimum_size() == Size2(0, 0));
memdelete(texture_button);
}
TEST_CASE("[SceneTree][TextureButton] Stretch mode") {
TextureButton *texture_button = memnew(TextureButton);
texture_button->set_stretch_mode(TextureButton::STRETCH_SCALE);
CHECK(texture_button->get_stretch_mode() == TextureButton::STRETCH_SCALE);
texture_button->set_stretch_mode(TextureButton::STRETCH_TILE);
CHECK(texture_button->get_stretch_mode() == TextureButton::STRETCH_TILE);
texture_button->set_stretch_mode(TextureButton::STRETCH_KEEP);
CHECK(texture_button->get_stretch_mode() == TextureButton::STRETCH_KEEP);
texture_button->set_stretch_mode(TextureButton::STRETCH_KEEP_CENTERED);
CHECK(texture_button->get_stretch_mode() == TextureButton::STRETCH_KEEP_CENTERED);
texture_button->set_stretch_mode(TextureButton::STRETCH_KEEP_ASPECT);
CHECK(texture_button->get_stretch_mode() == TextureButton::STRETCH_KEEP_ASPECT);
texture_button->set_stretch_mode(TextureButton::STRETCH_KEEP_ASPECT_CENTERED);
CHECK(texture_button->get_stretch_mode() == TextureButton::STRETCH_KEEP_ASPECT_CENTERED);
texture_button->set_stretch_mode(TextureButton::STRETCH_KEEP_ASPECT_COVERED);
CHECK(texture_button->get_stretch_mode() == TextureButton::STRETCH_KEEP_ASPECT_COVERED);
memdelete(texture_button);
}
TEST_CASE("[SceneTree][TextureButton] Flip flags") {
TextureButton *texture_button = memnew(TextureButton);
SUBCASE("flip_h can be toggled") {
texture_button->set_flip_h(true);
CHECK(texture_button->is_flipped_h());
texture_button->set_flip_h(false);
CHECK_FALSE(texture_button->is_flipped_h());
}
SUBCASE("flip_v can be toggled") {
texture_button->set_flip_v(true);
CHECK(texture_button->is_flipped_v());
texture_button->set_flip_v(false);
CHECK_FALSE(texture_button->is_flipped_v());
}
SUBCASE("flip_h and flip_v are independent") {
texture_button->set_flip_h(true);
texture_button->set_flip_v(false);
CHECK(texture_button->is_flipped_h());
CHECK_FALSE(texture_button->is_flipped_v());
}
memdelete(texture_button);
}
TEST_CASE("[SceneTree][TextureButton] has_point without click mask") {
TextureButton *texture_button = memnew(TextureButton);
Control *control = texture_button;
texture_button->set_size(Size2(20, 15));
CHECK(control->has_point(Point2(10, 7)));
CHECK_FALSE(control->has_point(Point2(25, 7)));
memdelete(texture_button);
}
TEST_CASE("[SceneTree][TextureButton] has_point with click mask (keep stretch)") {
TextureButton *texture_button = memnew(TextureButton);
Ref<BitMap> mask;
mask.instantiate();
mask->create(Size2i(4, 4));
mask->set_bit_rect(Rect2i(0, 0, 4, 4), false);
mask->set_bit(2, 2, true);
texture_button->set_click_mask(mask);
texture_button->set_size(Size2(4, 4));
// `has_point` uses draw-time bookkeeping; refresh it without requiring a full render pass.
texture_button->notification(Control::NOTIFICATION_DRAW);
Control *control = texture_button;
CHECK_FALSE(control->has_point(Point2(0.5f, 0.5f)));
CHECK(control->has_point(Point2(2.5f, 2.5f)));
memdelete(texture_button);
}
TEST_CASE("[SceneTree][TextureButton] has_point with click mask and stretch scale") {
TextureButton *texture_button = memnew(TextureButton);
Ref<ImageTexture> tex = make_test_texture(10, 10);
texture_button->set_texture_normal(tex);
Ref<BitMap> mask;
mask.instantiate();
mask->create(Size2i(10, 10));
mask->set_bit_rect(Rect2i(0, 0, 10, 10), true);
texture_button->set_click_mask(mask);
texture_button->set_stretch_mode(TextureButton::STRETCH_SCALE);
texture_button->set_size(Size2(40, 40));
texture_button->notification(Control::NOTIFICATION_DRAW);
Control *control = texture_button;
CHECK(control->has_point(Point2(20.0f, 20.0f)));
memdelete(texture_button);
}
TEST_CASE("[SceneTree][TextureButton] has_point with click mask and stretch tile") {
TextureButton *texture_button = memnew(TextureButton);
Ref<ImageTexture> tex = make_test_texture(4, 4);
texture_button->set_texture_normal(tex);
Ref<BitMap> mask;
mask.instantiate();
mask->create(Size2i(4, 4));
mask->set_bit_rect(Rect2i(0, 0, 4, 4), false);
mask->set_bit(2, 2, true);
texture_button->set_click_mask(mask);
texture_button->set_stretch_mode(TextureButton::STRETCH_TILE);
texture_button->set_size(Size2(12, 12));
texture_button->notification(Control::NOTIFICATION_DRAW);
Control *control = texture_button;
CHECK_FALSE(control->has_point(Point2(1.0f, 1.0f)));
CHECK(control->has_point(Point2(2.5f, 2.5f)));
// Second horizontal tile: local x becomes 2 after subtracting one mask width.
CHECK(control->has_point(Point2(6.5f, 2.5f)));
memdelete(texture_button);
}
TEST_CASE("[SceneTree][TextureButton] has_point with click mask and stretch keep aspect covered") {
TextureButton *texture_button = memnew(TextureButton);
Ref<ImageTexture> tex = make_test_texture(10, 10);
texture_button->set_texture_normal(tex);
Ref<BitMap> mask;
mask.instantiate();
mask->create(Size2i(10, 10));
mask->set_bit_rect(Rect2i(0, 0, 10, 10), true);
texture_button->set_click_mask(mask);
texture_button->set_stretch_mode(TextureButton::STRETCH_KEEP_ASPECT_COVERED);
texture_button->set_size(Size2(20, 20));
texture_button->notification(Control::NOTIFICATION_DRAW);
Control *control = texture_button;
CHECK(control->has_point(Point2(10.0f, 10.0f)));
memdelete(texture_button);
}
} // namespace TestTextureButton