/* * Copyright (c) 2023, Jelle Raaijmakers * * SPDX-License-Identifier: BSD-2-Clause */ #include #include TEST_CASE(int_rect_right_and_bottom) { Gfx::IntRect rect = { 2, 3, 4, 5 }; EXPECT_EQ(rect.right(), 6); EXPECT_EQ(rect.bottom(), 8); } TEST_CASE(float_rect_right_and_bottom) { Gfx::FloatRect rect = { 1.f, 2.f, 3.5f, 4.5f }; EXPECT_APPROXIMATE(rect.right(), 4.5f); EXPECT_APPROXIMATE(rect.bottom(), 6.5f); } TEST_CASE(rect_contains_vertically) { Gfx::FloatRect rect = { 0.f, 0.f, 100.f, 100.f }; EXPECT(rect.contains_vertically(99.f)); EXPECT(!rect.contains_vertically(100.f)); } TEST_CASE(rect_shatter) { Gfx::IntRect glass_plate = { 0, 0, 100, 100 }; Gfx::IntRect hammer = { 30, 40, 40, 10 }; auto shards = glass_plate.shatter(hammer); EXPECT(!shards.is_empty()); int total_shard_area = 0; for (auto shard : shards) { EXPECT(glass_plate.contains(shard)); EXPECT(!hammer.intersects(shard)); total_shard_area += shard.size().area(); } EXPECT_EQ(glass_plate.size().area() - hammer.size().area(), total_shard_area); } TEST_CASE(rect_closest_to) { Gfx::IntRect const screen_rect = { 0, 0, 960, 540 }; Gfx::Point p = { 460, 592 }; // point is below the rect Gfx::Point closest = screen_rect.closest_to(p); EXPECT_EQ(screen_rect.side(closest), Gfx::IntRect::Side::Bottom); p = { 960, 0 }; // point exactly on top right corner closest = screen_rect.closest_to(p); EXPECT_EQ(screen_rect.side(closest), Gfx::IntRect::Side::Top); } TEST_CASE(rect_unite_horizontally) { Gfx::IntRect rect { 10, 10, 100, 100 }; Gfx::IntRect huge_rect { 0, 0, 1000, 1000 }; rect.unite_horizontally(huge_rect); EXPECT_EQ(rect.left(), 0); EXPECT_EQ(rect.right(), 1000); EXPECT_EQ(rect.top(), 10); EXPECT_EQ(rect.bottom(), 110); } TEST_CASE(rect_unite_vertically) { Gfx::IntRect rect { 10, 10, 100, 100 }; Gfx::IntRect huge_rect { 0, 0, 1000, 1000 }; rect.unite_vertically(huge_rect); EXPECT_EQ(rect.top(), 0); EXPECT_EQ(rect.bottom(), 1000); EXPECT_EQ(rect.left(), 10); EXPECT_EQ(rect.right(), 110); }