godot/tests/scene/test_sprite_frames.h
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

248 lines
8.0 KiB
C++

/**************************************************************************/
/* test_sprite_frames.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. */
/**************************************************************************/
#ifndef TEST_SPRITE_FRAMES_H
#define TEST_SPRITE_FRAMES_H
#include "scene/resources/sprite_frames.h"
#include "tests/test_macros.h"
namespace TestSpriteFrames {
const String test_animation_name = "GodotTest";
TEST_CASE("[SpriteFrames] Constructor methods") {
const SpriteFrames frames;
CHECK_MESSAGE(
frames.get_animation_names().size() == 1,
"Should be initialized with 1 entry.");
CHECK_MESSAGE(
frames.get_animation_names().get(0) == "default",
"Should be initialized with default entry.");
}
TEST_CASE("[SpriteFrames] Animation addition, list getter, renaming, removal, and retrieval") {
SpriteFrames frames;
Vector<String> test_names = { "default", "2", "1", "3" };
// "default" is there already
frames.add_animation("2");
frames.add_animation("1");
frames.add_animation("3");
for (int i = 0; i < test_names.size(); i++) {
CHECK_MESSAGE(
frames.has_animation(test_names[i]),
"Add animation properly worked for each value");
}
CHECK_MESSAGE(
!frames.has_animation("999"),
"Return false when checking for animation that does not exist");
List<StringName> sname_list;
frames.get_animation_list(&sname_list);
CHECK_MESSAGE(
sname_list.size() == test_names.size(),
"StringName List getter returned list of expected size");
for (int i = 0; i < test_names.size(); i++) {
CHECK_MESSAGE(
sname_list[i] == StringName(test_names[i]),
"StringName List getter returned expected values");
}
// get_animation_names() sorts the results.
Vector<String> string_vector = frames.get_animation_names();
test_names.sort();
for (int i = 0; i < test_names.size(); i++) {
CHECK_MESSAGE(
string_vector[i] == test_names[i],
"String Vector getter returned expected values");
}
// These error handling cases should not crash.
ERR_PRINT_OFF;
frames.rename_animation("This does not exist", "0");
ERR_PRINT_ON;
CHECK_MESSAGE(
!frames.has_animation("0"),
"Correctly handles rename error when entry does not exist");
// These error handling cases should not crash.
ERR_PRINT_OFF;
frames.rename_animation("3", "1");
ERR_PRINT_ON;
CHECK_MESSAGE(
frames.has_animation("3"),
"Correctly handles rename error when entry exists, but new name already exists");
ERR_PRINT_OFF;
frames.add_animation("1");
ERR_PRINT_ON;
CHECK_MESSAGE(
frames.get_animation_names().size() == 4,
"Correctly does not add when entry already exists");
frames.rename_animation("3", "9");
CHECK_MESSAGE(
frames.has_animation("9"),
"Animation renamed correctly");
frames.remove_animation("9");
CHECK_MESSAGE(
!frames.has_animation("9"),
"Animation removed correctly");
frames.clear_all();
CHECK_MESSAGE(
frames.get_animation_names().size() == 1,
"Clear all removed all animations and re-added the default animation entry");
}
TEST_CASE("[SpriteFrames] Animation Speed getter and setter") {
SpriteFrames frames;
frames.add_animation(test_animation_name);
CHECK_MESSAGE(
frames.get_animation_speed(test_animation_name) == 5.0,
"Sets new animation to default speed");
frames.set_animation_speed(test_animation_name, 123.0004);
CHECK_MESSAGE(
frames.get_animation_speed(test_animation_name) == 123.0004,
"Sets animation to positive double");
// These error handling cases should not crash.
ERR_PRINT_OFF;
frames.get_animation_speed("This does not exist");
frames.set_animation_speed("This does not exist", 100);
frames.set_animation_speed(test_animation_name, -999.999);
ERR_PRINT_ON;
CHECK_MESSAGE(
frames.get_animation_speed(test_animation_name) == 123.0004,
"Prevents speed of animation being set to a negative value");
frames.set_animation_speed(test_animation_name, 0.0);
CHECK_MESSAGE(
frames.get_animation_speed(test_animation_name) == 0.0,
"Sets animation to zero");
}
TEST_CASE("[SpriteFrames] Animation Loop getter and setter") {
SpriteFrames frames;
frames.add_animation(test_animation_name);
CHECK_MESSAGE(
frames.get_animation_loop(test_animation_name),
"Sets new animation to default loop value.");
frames.set_animation_loop(test_animation_name, true);
CHECK_MESSAGE(
frames.get_animation_loop(test_animation_name),
"Sets animation loop to true");
frames.set_animation_loop(test_animation_name, false);
CHECK_MESSAGE(
!frames.get_animation_loop(test_animation_name),
"Sets animation loop to false");
// These error handling cases should not crash.
ERR_PRINT_OFF;
frames.get_animation_loop("This does not exist");
frames.set_animation_loop("This does not exist", false);
ERR_PRINT_ON;
}
// TODO
TEST_CASE("[SpriteFrames] Frame addition, removal, and retrieval") {
Ref<Texture2D> dummy_frame1;
dummy_frame1.instantiate();
SpriteFrames frames;
frames.add_animation(test_animation_name);
frames.add_animation("1");
frames.add_animation("2");
CHECK_MESSAGE(
frames.get_frame_count(test_animation_name) == 0,
"Animation has a default frame count of 0");
frames.add_frame(test_animation_name, dummy_frame1, 0);
frames.add_frame(test_animation_name, dummy_frame1, 1);
frames.add_frame(test_animation_name, dummy_frame1, 2);
CHECK_MESSAGE(
frames.get_frame_count(test_animation_name) == 3,
"Adds multiple frames");
frames.remove_frame(test_animation_name, 1);
frames.remove_frame(test_animation_name, 0);
CHECK_MESSAGE(
frames.get_frame_count(test_animation_name) == 1,
"Removes multiple frames");
// These error handling cases should not crash.
ERR_PRINT_OFF;
frames.add_frame("does not exist", dummy_frame1, 0);
frames.remove_frame(test_animation_name, -99);
frames.remove_frame("does not exist", 0);
ERR_PRINT_ON;
CHECK_MESSAGE(
frames.get_frame_count(test_animation_name) == 1,
"Handles bad values when adding or removing frames.");
frames.clear(test_animation_name);
CHECK_MESSAGE(
frames.get_frame_count(test_animation_name) == 0,
"Clears frames.");
}
} // namespace TestSpriteFrames
#endif // TEST_SPRITE_FRAMES_H