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798582acf0
`AnimatedSprite{2D,3D}` improvements
248 lines
8.0 KiB
C++
248 lines
8.0 KiB
C++
/**************************************************************************/
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/* test_sprite_frames.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef TEST_SPRITE_FRAMES_H
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#define TEST_SPRITE_FRAMES_H
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#include "scene/resources/sprite_frames.h"
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#include "tests/test_macros.h"
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namespace TestSpriteFrames {
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const String test_animation_name = "GodotTest";
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TEST_CASE("[SpriteFrames] Constructor methods") {
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const SpriteFrames frames;
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CHECK_MESSAGE(
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frames.get_animation_names().size() == 1,
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"Should be initialized with 1 entry.");
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CHECK_MESSAGE(
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frames.get_animation_names().get(0) == "default",
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"Should be initialized with default entry.");
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}
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TEST_CASE("[SpriteFrames] Animation addition, list getter, renaming, removal, and retrieval") {
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SpriteFrames frames;
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Vector<String> test_names = { "default", "2", "1", "3" };
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// "default" is there already
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frames.add_animation("2");
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frames.add_animation("1");
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frames.add_animation("3");
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for (int i = 0; i < test_names.size(); i++) {
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CHECK_MESSAGE(
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frames.has_animation(test_names[i]),
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"Add animation properly worked for each value");
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}
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CHECK_MESSAGE(
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!frames.has_animation("999"),
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"Return false when checking for animation that does not exist");
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List<StringName> sname_list;
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frames.get_animation_list(&sname_list);
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CHECK_MESSAGE(
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sname_list.size() == test_names.size(),
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"StringName List getter returned list of expected size");
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for (int i = 0; i < test_names.size(); i++) {
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CHECK_MESSAGE(
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sname_list[i] == StringName(test_names[i]),
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"StringName List getter returned expected values");
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}
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// get_animation_names() sorts the results.
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Vector<String> string_vector = frames.get_animation_names();
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test_names.sort();
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for (int i = 0; i < test_names.size(); i++) {
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CHECK_MESSAGE(
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string_vector[i] == test_names[i],
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"String Vector getter returned expected values");
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}
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// These error handling cases should not crash.
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ERR_PRINT_OFF;
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frames.rename_animation("This does not exist", "0");
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ERR_PRINT_ON;
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CHECK_MESSAGE(
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!frames.has_animation("0"),
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"Correctly handles rename error when entry does not exist");
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// These error handling cases should not crash.
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ERR_PRINT_OFF;
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frames.rename_animation("3", "1");
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ERR_PRINT_ON;
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CHECK_MESSAGE(
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frames.has_animation("3"),
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"Correctly handles rename error when entry exists, but new name already exists");
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ERR_PRINT_OFF;
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frames.add_animation("1");
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ERR_PRINT_ON;
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CHECK_MESSAGE(
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frames.get_animation_names().size() == 4,
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"Correctly does not add when entry already exists");
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frames.rename_animation("3", "9");
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CHECK_MESSAGE(
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frames.has_animation("9"),
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"Animation renamed correctly");
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frames.remove_animation("9");
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CHECK_MESSAGE(
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!frames.has_animation("9"),
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"Animation removed correctly");
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frames.clear_all();
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CHECK_MESSAGE(
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frames.get_animation_names().size() == 1,
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"Clear all removed all animations and re-added the default animation entry");
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}
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TEST_CASE("[SpriteFrames] Animation Speed getter and setter") {
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SpriteFrames frames;
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frames.add_animation(test_animation_name);
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CHECK_MESSAGE(
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frames.get_animation_speed(test_animation_name) == 5.0,
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"Sets new animation to default speed");
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frames.set_animation_speed(test_animation_name, 123.0004);
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CHECK_MESSAGE(
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frames.get_animation_speed(test_animation_name) == 123.0004,
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"Sets animation to positive double");
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// These error handling cases should not crash.
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ERR_PRINT_OFF;
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frames.get_animation_speed("This does not exist");
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frames.set_animation_speed("This does not exist", 100);
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frames.set_animation_speed(test_animation_name, -999.999);
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ERR_PRINT_ON;
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CHECK_MESSAGE(
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frames.get_animation_speed(test_animation_name) == 123.0004,
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"Prevents speed of animation being set to a negative value");
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frames.set_animation_speed(test_animation_name, 0.0);
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CHECK_MESSAGE(
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frames.get_animation_speed(test_animation_name) == 0.0,
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"Sets animation to zero");
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}
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TEST_CASE("[SpriteFrames] Animation Loop getter and setter") {
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SpriteFrames frames;
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frames.add_animation(test_animation_name);
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CHECK_MESSAGE(
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frames.get_animation_loop(test_animation_name),
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"Sets new animation to default loop value.");
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frames.set_animation_loop(test_animation_name, true);
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CHECK_MESSAGE(
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frames.get_animation_loop(test_animation_name),
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"Sets animation loop to true");
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frames.set_animation_loop(test_animation_name, false);
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CHECK_MESSAGE(
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!frames.get_animation_loop(test_animation_name),
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"Sets animation loop to false");
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// These error handling cases should not crash.
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ERR_PRINT_OFF;
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frames.get_animation_loop("This does not exist");
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frames.set_animation_loop("This does not exist", false);
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ERR_PRINT_ON;
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}
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// TODO
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TEST_CASE("[SpriteFrames] Frame addition, removal, and retrieval") {
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Ref<Texture2D> dummy_frame1;
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dummy_frame1.instantiate();
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SpriteFrames frames;
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frames.add_animation(test_animation_name);
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frames.add_animation("1");
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frames.add_animation("2");
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CHECK_MESSAGE(
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frames.get_frame_count(test_animation_name) == 0,
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"Animation has a default frame count of 0");
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frames.add_frame(test_animation_name, dummy_frame1, 1.0, 0);
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frames.add_frame(test_animation_name, dummy_frame1, 1.0, 1);
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frames.add_frame(test_animation_name, dummy_frame1, 1.0, 2);
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CHECK_MESSAGE(
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frames.get_frame_count(test_animation_name) == 3,
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"Adds multiple frames");
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frames.remove_frame(test_animation_name, 1);
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frames.remove_frame(test_animation_name, 0);
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CHECK_MESSAGE(
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frames.get_frame_count(test_animation_name) == 1,
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"Removes multiple frames");
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// These error handling cases should not crash.
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ERR_PRINT_OFF;
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frames.add_frame("does not exist", dummy_frame1, 1.0, 0);
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frames.remove_frame(test_animation_name, -99);
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frames.remove_frame("does not exist", 0);
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ERR_PRINT_ON;
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CHECK_MESSAGE(
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frames.get_frame_count(test_animation_name) == 1,
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"Handles bad values when adding or removing frames.");
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frames.clear(test_animation_name);
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CHECK_MESSAGE(
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frames.get_frame_count(test_animation_name) == 0,
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"Clears frames.");
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}
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} // namespace TestSpriteFrames
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#endif // TEST_SPRITE_FRAMES_H
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