ladybird/Tests/LibGfx/TestRect.cpp
Andreas Kling d620dd516c LibGfx: Add Rect::unite_{horizontally,vertically}()
These functions unite the rect with another rect, but only in one axis.
2023-07-13 05:09:08 +02:00

85 lines
2.2 KiB
C++

/*
* Copyright (c) 2023, Jelle Raaijmakers <jelle@gmta.nl>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <LibGfx/Rect.h>
#include <LibTest/TestCase.h>
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<int> p = { 460, 592 }; // point is below the rect
Gfx::Point<int> 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);
}