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+/**************************************************************************/
+/* test_texture_progress_bar.h */
+/**************************************************************************/
+/* This file is part of: */
+/* REDOT ENGINE */
+/* https://redotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2024-present Redot Engine contributors */
+/* (see REDOT_AUTHORS.md) */
+/* 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_TEXTURE_PROGRESS_BAR_H
+#define TEST_TEXTURE_PROGRESS_BAR_H
+
+#include "scene/gui/texture_progress_bar.h"
+
+#include "tests/test_macros.h"
+
+namespace TestTextureProgressBar {
+
+TEST_CASE("[SceneTree][TextureProgressBar]") {
+ TextureProgressBar *texture_progress_bar = memnew(TextureProgressBar);
+
+ SUBCASE("[TextureProgressBar] set_radial_initial_angle() should wrap angle between 0 and 360 degrees (inclusive).") {
+ texture_progress_bar->set_radial_initial_angle(0.0);
+ CHECK(Math::is_equal_approx(texture_progress_bar->get_radial_initial_angle(), (float)0.0));
+
+ texture_progress_bar->set_radial_initial_angle(360.0);
+ CHECK(Math::is_equal_approx(texture_progress_bar->get_radial_initial_angle(), (float)360.0));
+
+ texture_progress_bar->set_radial_initial_angle(30.5);
+ CHECK(Math::is_equal_approx(texture_progress_bar->get_radial_initial_angle(), (float)30.5));
+
+ texture_progress_bar->set_radial_initial_angle(-30.5);
+ CHECK(Math::is_equal_approx(texture_progress_bar->get_radial_initial_angle(), (float)(360 - 30.5)));
+
+ texture_progress_bar->set_radial_initial_angle(36000 + 30.5);
+ CHECK(Math::is_equal_approx(texture_progress_bar->get_radial_initial_angle(), (float)30.5));
+
+ texture_progress_bar->set_radial_initial_angle(-(36000 + 30.5));
+ CHECK(Math::is_equal_approx(texture_progress_bar->get_radial_initial_angle(), (float)(360 - 30.5)));
+ }
+
+ SUBCASE("[TextureProgressBar] set_radial_initial_angle() should not set non-finite values.") {
+ texture_progress_bar->set_radial_initial_angle(30.5);
+
+ ERR_PRINT_OFF;
+ texture_progress_bar->set_radial_initial_angle(INFINITY);
+ ERR_PRINT_ON;
+ CHECK(Math::is_equal_approx(texture_progress_bar->get_radial_initial_angle(), (float)30.5));
+
+ ERR_PRINT_OFF;
+ texture_progress_bar->set_radial_initial_angle(-INFINITY);
+ ERR_PRINT_ON;
+ CHECK(Math::is_equal_approx(texture_progress_bar->get_radial_initial_angle(), (float)30.5));
+
+ ERR_PRINT_OFF;
+ texture_progress_bar->set_radial_initial_angle(NAN);
+ ERR_PRINT_ON;
+ CHECK(Math::is_equal_approx(texture_progress_bar->get_radial_initial_angle(), (float)30.5));
+
+ ERR_PRINT_OFF;
+ texture_progress_bar->set_radial_initial_angle(-NAN);
+ ERR_PRINT_ON;
+ CHECK(Math::is_equal_approx(texture_progress_bar->get_radial_initial_angle(), (float)30.5));
+ }
+
+ memdelete(texture_progress_bar);
+}
+
+} // namespace TestTextureProgressBar
+
+#endif // TEST_TEXTURE_PROGRESS_BAR_H