/**************************************************************************/ /* test_image_texture.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_IMAGE_TEXTURE_H #define TEST_IMAGE_TEXTURE_H #include "core/io/image.h" #include "scene/resources/image_texture.h" #include "tests/test_macros.h" #include "tests/test_utils.h" namespace TestImageTexture { // [SceneTree] in a test case name enables initializing a mock render server, // which ImageTexture is dependent on. TEST_CASE("[SceneTree][ImageTexture] constructor") { Ref image_texture = memnew(ImageTexture); CHECK(image_texture->get_width() == 0); CHECK(image_texture->get_height() == 0); CHECK(image_texture->get_format() == 0); CHECK(image_texture->has_alpha() == false); CHECK(image_texture->get_image() == Ref()); } TEST_CASE("[SceneTree][ImageTexture] create_from_image") { Ref image = memnew(Image(16, 8, true, Image::FORMAT_RGBA8)); Ref image_texture = ImageTexture::create_from_image(image); CHECK(image_texture->get_width() == 16); CHECK(image_texture->get_height() == 8); CHECK(image_texture->get_format() == Image::FORMAT_RGBA8); CHECK(image_texture->has_alpha() == true); CHECK(image_texture->get_rid().is_valid() == true); } TEST_CASE("[SceneTree][ImageTexture] set_image") { Ref image_texture = memnew(ImageTexture); Ref image = memnew(Image(8, 4, false, Image::FORMAT_RGB8)); image_texture->set_image(image); CHECK(image_texture->get_width() == 8); CHECK(image_texture->get_height() == 4); CHECK(image_texture->get_format() == Image::FORMAT_RGB8); CHECK(image_texture->has_alpha() == false); CHECK(image_texture->get_width() == image_texture->get_image()->get_width()); CHECK(image_texture->get_height() == image_texture->get_image()->get_height()); CHECK(image_texture->get_format() == image_texture->get_image()->get_format()); } TEST_CASE("[SceneTree][ImageTexture] set_size_override") { Ref image = memnew(Image(16, 8, false, Image::FORMAT_RGB8)); Ref image_texture = ImageTexture::create_from_image(image); CHECK(image_texture->get_width() == 16); CHECK(image_texture->get_height() == 8); image_texture->set_size_override(Size2i(32, 16)); CHECK(image_texture->get_width() == 32); CHECK(image_texture->get_height() == 16); } TEST_CASE("[SceneTree][ImageTexture] is_pixel_opaque") { Ref image = memnew(Image(8, 8, false, Image::FORMAT_RGBA8)); image->set_pixel(0, 0, Color(0.0, 0.0, 0.0, 0.0)); // not opaque image->set_pixel(0, 1, Color(0.0, 0.0, 0.0, 0.1)); // not opaque image->set_pixel(0, 2, Color(0.0, 0.0, 0.0, 0.5)); // opaque image->set_pixel(0, 3, Color(0.0, 0.0, 0.0, 0.9)); // opaque image->set_pixel(0, 4, Color(0.0, 0.0, 0.0, 1.0)); // opaque Ref image_texture = ImageTexture::create_from_image(image); CHECK(image_texture->is_pixel_opaque(0, 0) == false); CHECK(image_texture->is_pixel_opaque(0, 1) == false); CHECK(image_texture->is_pixel_opaque(0, 2) == true); CHECK(image_texture->is_pixel_opaque(0, 3) == true); CHECK(image_texture->is_pixel_opaque(0, 4) == true); } TEST_CASE("[SceneTree][ImageTexture] set_path") { Ref image_texture = memnew(ImageTexture); String path = TestUtils::get_data_path("images/icon.png"); image_texture->set_path(path, true); CHECK(image_texture->get_path() == path); } } //namespace TestImageTexture #endif // TEST_IMAGE_TEXTURE_H