Sztuczna_Inteligencja/venv/Lib/site-packages/pygame/tests/display_test.py
2019-04-10 09:31:09 +01:00

522 lines
21 KiB
Python

if __name__ == '__main__':
import sys
import os
pkg_dir = os.path.split(os.path.abspath(__file__))[0]
parent_dir, pkg_name = os.path.split(pkg_dir)
is_pygame_pkg = (pkg_name == 'tests' and
os.path.split(parent_dir)[1] == 'pygame')
if not is_pygame_pkg:
sys.path.insert(0, parent_dir)
else:
is_pygame_pkg = __name__.startswith('pygame.tests.')
import unittest
import pygame, pygame.transform
class DisplayModuleTest( unittest.TestCase ):
def test_update( self ):
""" see if pygame.display.update takes rects with negative values.
"|Tags:display|"
"""
if 1:
pygame.init()
screen = pygame.display.set_mode((100,100))
screen.fill((55,55,55))
r1 = pygame.Rect(0,0,100,100)
pygame.display.update(r1)
r2 = pygame.Rect(-10,0,100,100)
pygame.display.update(r2)
r3 = pygame.Rect(-10,0,-100,-100)
pygame.display.update(r3)
# NOTE: if I don't call pygame.quit there is a segfault. hrmm.
pygame.quit()
# I think it's because unittest runs stuff in threads
# here's a stack trace...
# NOTE to author of above:
# unittest doesn't run tests in threads
# segfault was probably caused by another tests need
# for a "clean slate"
"""
#0 0x08103b7c in PyFrame_New ()
#1 0x080bd666 in PyEval_EvalCodeEx ()
#2 0x08105202 in PyFunction_SetClosure ()
#3 0x080595ae in PyObject_Call ()
#4 0x080b649f in PyEval_CallObjectWithKeywords ()
#5 0x08059585 in PyObject_CallObject ()
#6 0xb7f7aa2d in initbase () from /usr/lib/python2.4/site-packages/pygame/base.so
#7 0x080e09bd in Py_Finalize ()
#8 0x08055597 in Py_Main ()
#9 0xb7e04eb0 in __libc_start_main () from /lib/tls/libc.so.6
#10 0x08054e31 in _start ()
"""
def todo_test_Info(self):
# __doc__ (as of 2008-08-02) for pygame.display.Info:
# pygame.display.Info(): return VideoInfo
# Create a video display information object
#
# Creates a simple object containing several attributes to describe
# the current graphics environment. If this is called before
# pygame.display.set_mode() some platforms can provide information
# about the default display mode. This can also be called after
# setting the display mode to verify specific display options were
# satisfied. The VidInfo object has several attributes:
#
# hw: True if the display is hardware accelerated
# wm: True if windowed display modes can be used
# video_mem: The megabytes of video memory on the display. This is 0 if unknown
# bitsize: Number of bits used to store each pixel
# bytesize: Number of bytes used to store each pixel
# masks: Four values used to pack RGBA values into pixels
# shifts: Four values used to pack RGBA values into pixels
# losses: Four values used to pack RGBA values into pixels
# blit_hw: True if hardware Surface blitting is accelerated
# blit_hw_CC: True if hardware Surface colorkey blitting is accelerated
# blit_hw_A: True if hardware Surface pixel alpha blitting is accelerated
# blit_sw: True if software Surface blitting is accelerated
# blit_sw_CC: True if software Surface colorkey blitting is accelerated
# blit_sw_A: True if software Surface pixel alpha blitting is acclerated
# current_h, current_h: Width and height of the current video mode, or of the
# desktop mode if called before the display.set_mode is called.
# (current_h, current_w are available since SDL 1.2.10, and pygame 1.8.0)
# They are -1 on error, or if an old SDL is being used.
self.fail()
if 0:
pygame.init()
inf = pygame.display.Info()
print ("before a display mode has been set")
print (inf)
self.assertNotEqual(inf.current_h, -1)
self.assertNotEqual(inf.current_w, -1)
#probably have an older SDL than 1.2.10 if -1.
screen = pygame.display.set_mode((100,100))
inf = pygame.display.Info()
print (inf)
self.assertNotEqual(inf.current_h, -1)
self.assertEqual(inf.current_h, 100)
self.assertEqual(inf.current_w, 100)
#pygame.quit()
def todo_test_flip(self):
# __doc__ (as of 2008-08-02) for pygame.display.flip:
# pygame.display.flip(): return None
# update the full display Surface to the screen
#
# This will update the contents of the entire display. If your display
# mode is using the flags pygame.HWSURFACE and pygame.DOUBLEBUF, this
# will wait for a vertical retrace and swap the surfaces. If you are
# using a different type of display mode, it will simply update the
# entire contents of the surface.
#
# When using an pygame.OPENGL display mode this will perform a gl buffer swap.
self.fail()
def todo_test_get_active(self):
# __doc__ (as of 2008-08-02) for pygame.display.get_active:
# pygame.display.get_active(): return bool
# true when the display is active on the display
#
# After pygame.display.set_mode() is called the display Surface will
# be visible on the screen. Most windowed displays can be hidden by
# the user. If the display Surface is hidden or iconified this will
# return False.
#
self.fail()
def todo_test_get_caption(self):
# __doc__ (as of 2008-08-02) for pygame.display.get_caption:
# pygame.display.get_caption(): return (title, icontitle)
# get the current window caption
#
# Returns the title and icontitle for the display Surface. These will
# often be the same value.
#
self.fail()
def todo_test_get_driver(self):
# __doc__ (as of 2008-08-02) for pygame.display.get_driver:
# pygame.display.get_driver(): return name
# get the name of the pygame display backend
#
# Pygame chooses one of many available display backends when it is
# initialized. This returns the internal name used for the display
# backend. This can be used to provide limited information about what
# display capabilities might be accelerated. See the SDL_VIDEODRIVER
# flags in pygame.display.set_mode() to see some of the common
# options.
#
self.fail()
def todo_test_get_init(self):
# __doc__ (as of 2008-08-02) for pygame.display.get_init:
# pygame.display.get_init(): return bool
# true if the display module is initialized
#
# Returns True if the pygame.display module is currently initialized.
self.fail()
def todo_test_get_surface(self):
# __doc__ (as of 2008-08-02) for pygame.display.get_surface:
# pygame.display.get_surface(): return Surface
# get a reference to the currently set display surface
#
# Return a reference to the currently set display Surface. If no
# display mode has been set this will return None.
#
self.fail()
def todo_test_get_wm_info(self):
# __doc__ (as of 2008-08-02) for pygame.display.get_wm_info:
# pygame.display.get_wm_info(): return dict
# Get information about the current windowing system
#
# Creates a dictionary filled with string keys. The strings and values
# are arbitrarily created by the system. Some systems may have no
# information and an empty dictionary will be returned. Most platforms
# will return a "window" key with the value set to the system id for
# the current display.
#
# New with pygame 1.7.1
self.fail()
def todo_test_gl_get_attribute(self):
# __doc__ (as of 2008-08-02) for pygame.display.gl_get_attribute:
# pygame.display.gl_get_attribute(flag): return value
# get the value for an opengl flag for the current display
#
# After calling pygame.display.set_mode() with the pygame.OPENGL flag,
# it is a good idea to check the value of any requested OpenGL
# attributes. See pygame.display.gl_set_attribute() for a list of
# valid flags.
#
self.fail()
def todo_test_gl_set_attribute(self):
# __doc__ (as of 2008-08-02) for pygame.display.gl_set_attribute:
# pygame.display.gl_set_attribute(flag, value): return None
# request an opengl display attribute for the display mode
#
# When calling pygame.display.set_mode() with the pygame.OPENGL flag,
# Pygame automatically handles setting the OpenGL attributes like
# color and doublebuffering. OpenGL offers several other attributes
# you may want control over. Pass one of these attributes as the flag,
# and its appropriate value. This must be called before
# pygame.display.set_mode()
#
# The OPENGL flags are;
# GL_ALPHA_SIZE, GL_DEPTH_SIZE, GL_STENCIL_SIZE, GL_ACCUM_RED_SIZE,
# GL_ACCUM_GREEN_SIZE, GL_ACCUM_BLUE_SIZE, GL_ACCUM_ALPHA_SIZE,
# GL_MULTISAMPLEBUFFERS, GL_MULTISAMPLESAMPLES, GL_STEREO
self.fail()
def todo_test_iconify(self):
# __doc__ (as of 2008-08-02) for pygame.display.iconify:
# pygame.display.iconify(): return bool
# iconify the display surface
#
# Request the window for the display surface be iconified or hidden.
# Not all systems and displays support an iconified display. The
# function will return True if successfull.
#
# When the display is iconified pygame.display.get_active() will
# return False. The event queue should receive a ACTIVEEVENT event
# when the window has been iconified.
#
self.fail()
def todo_test_init(self):
# __doc__ (as of 2008-08-02) for pygame.display.init:
# pygame.display.init(): return None
# initialize the display module
#
# Initializes the pygame display module. The display module cannot do
# anything until it is initialized. This is usually handled for you
# automatically when you call the higher level pygame.init().
#
# Pygame will select from one of several internal display backends
# when it is initialized. The display mode will be chosen depending on
# the platform and permissions of current user. Before the display
# module is initialized the environment variable SDL_VIDEODRIVER can
# be set to control which backend is used. The systems with multiple
# choices are listed here.
#
# Windows : windib, directx
# Unix : x11, dga, fbcon, directfb, ggi, vgl, svgalib, aalib
# On some platforms it is possible to embed the pygame display into an
# already existing window. To do this, the environment variable
# SDL_WINDOWID must be set to a string containing the window id or
# handle. The environment variable is checked when the pygame display
# is initialized. Be aware that there can be many strange side effects
# when running in an embedded display.
#
# It is harmless to call this more than once, repeated calls have no effect.
self.fail()
def todo_test_list_modes(self):
# __doc__ (as of 2008-08-02) for pygame.display.list_modes:
# pygame.display.list_modes(depth=0, flags=pygame.FULLSCREEN): return list
# get list of available fullscreen modes
#
# This function returns a list of possible dimensions for a specified
# color depth. The return value will be an empty list if no display
# modes are available with the given arguments. A return value of -1
# means that any requested resolution should work (this is likely the
# case for windowed modes). Mode sizes are sorted from biggest to
# smallest.
#
# If depth is 0, SDL will choose the current/best color depth for the
# display. The flags defaults to pygame.FULLSCREEN, but you may need
# to add additional flags for specific fullscreen modes.
#
self.fail()
def todo_test_mode_ok(self):
# __doc__ (as of 2008-08-02) for pygame.display.mode_ok:
# pygame.display.mode_ok(size, flags=0, depth=0): return depth
# pick the best color depth for a display mode
#
# This function uses the same arguments as pygame.display.set_mode().
# It is used to depermine if a requested display mode is available. It
# will return 0 if the display mode cannot be set. Otherwise it will
# return a pixel depth that best matches the display asked for.
#
# Usually the depth argument is not passed, but some platforms can
# support multiple display depths. If passed it will hint to which
# depth is a better match.
#
# The most useful flags to pass will be pygame.HWSURFACE,
# pygame.DOUBLEBUF, and maybe pygame.FULLSCREEN. The function will
# return 0 if these display flags cannot be set.
#
self.fail()
def todo_test_quit(self):
# __doc__ (as of 2008-08-02) for pygame.display.quit:
# pygame.display.quit(): return None
# uninitialize the display module
#
# This will shut down the entire display module. This means any active
# displays will be closed. This will also be handled automatically
# when the program exits.
#
# It is harmless to call this more than once, repeated calls have no effect.
self.fail()
def todo_test_set_caption(self):
# __doc__ (as of 2008-08-02) for pygame.display.set_caption:
# pygame.display.set_caption(title, icontitle=None): return None
# set the current window caption
#
# If the display has a window title, this function will change the
# name on the window. Some systems support an alternate shorter title
# to be used for minimized displays.
#
self.fail()
def todo_test_set_gamma(self):
# __doc__ (as of 2008-08-02) for pygame.display.set_gamma:
# pygame.display.set_gamma(red, green=None, blue=None): return bool
# change the hardware gamma ramps
#
# Set the red, green, and blue gamma values on the display hardware.
# If the green and blue arguments are not passed, they will both be
# the same as red. Not all systems and hardware support gamma ramps,
# if the function succeeds it will return True.
#
# A gamma value of 1.0 creates a linear color table. Lower values will
# darken the display and higher values will brighten.
#
self.fail()
def todo_test_set_gamma_ramp(self):
# __doc__ (as of 2008-08-02) for pygame.display.set_gamma_ramp:
# change the hardware gamma ramps with a custom lookup
# pygame.display.set_gamma_ramp(red, green, blue): return bool
# set_gamma_ramp(red, green, blue): return bool
#
# Set the red, green, and blue gamma ramps with an explicit lookup
# table. Each argument should be sequence of 256 integers. The
# integers should range between 0 and 0xffff. Not all systems and
# hardware support gamma ramps, if the function succeeds it will
# return True.
#
self.fail()
def todo_test_set_icon(self):
# __doc__ (as of 2008-08-02) for pygame.display.set_icon:
# pygame.display.set_icon(Surface): return None
# change the system image for the display window
#
# Sets the runtime icon the system will use to represent the display
# window. All windows default to a simple pygame logo for the window
# icon.
#
# You can pass any surface, but most systems want a smaller image
# around 32x32. The image can have colorkey transparency which will be
# passed to the system.
#
# Some systems do not allow the window icon to change after it has
# been shown. This function can be called before
# pygame.display.set_mode() to create the icon before the display mode
# is set.
#
self.fail()
def todo_test_set_mode(self):
# __doc__ (as of 2008-08-02) for pygame.display.set_mode:
# pygame.display.set_mode(resolution=(0,0), flags=0, depth=0): return Surface
# initialize a window or screen for display
#
# This function will create a display Surface. The arguments passed in
# are requests for a display type. The actual created display will be
# the best possible match supported by the system.
#
# The resolution argument is a pair of numbers representing the width
# and height. The flags argument is a collection of additional
# options. The depth argument represents the number of bits to use
# for color.
#
# The Surface that gets returned can be drawn to like a regular
# Surface but changes will eventually be seen on the monitor.
#
# If no resolution is passed or is set to (0, 0) and pygame uses SDL
# version 1.2.10 or above, the created Surface will have the same size
# as the current screen resolution. If only the width or height are
# set to 0, the Surface will have the same width or height as the
# screen resolution. Using a SDL version prior to 1.2.10 will raise an
# exception.
#
# It is usually best to not pass the depth argument. It will default
# to the best and fastest color depth for the system. If your game
# requires a specific color format you can control the depth with this
# argument. Pygame will emulate an unavailable color depth which can
# be slow.
#
# When requesting fullscreen display modes, sometimes an exact match
# for the requested resolution cannot be made. In these situations
# pygame will select the closest compatable match. The returned
# surface will still always match the requested resolution.
#
# The flags argument controls which type of display you want. There
# are several to choose from, and you can even combine multiple types
# using the bitwise or operator, (the pipe "|" character). If you pass
# 0 or no flags argument it will default to a software driven window.
# Here are the display flags you will want to choose from:
#
# pygame.FULLSCREEN create a fullscreen display
# pygame.DOUBLEBUF recommended for HWSURFACE or OPENGL
# pygame.HWSURFACE hardware accelerated, only in FULLSCREEN
# pygame.OPENGL create an opengl renderable display
# pygame.RESIZABLE display window should be sizeable
# pygame.NOFRAME display window will have no border or controls
self.fail()
def todo_test_set_palette(self):
# __doc__ (as of 2008-08-02) for pygame.display.set_palette:
# pygame.display.set_palette(palette=None): return None
# set the display color palette for indexed displays
#
# This will change the video display color palette for 8bit displays.
# This does not change the palette for the actual display Surface,
# only the palette that is used to display the Surface. If no palette
# argument is passed, the system default palette will be restored. The
# palette is a sequence of RGB triplets.
#
self.fail()
def todo_test_toggle_fullscreen(self):
# __doc__ (as of 2008-08-02) for pygame.display.toggle_fullscreen:
# pygame.display.toggle_fullscreen(): return bool
# switch between fullscreen and windowed displays
#
# Switches the display window between windowed and fullscreen modes.
# This function only works under the unix x11 video driver. For most
# situations it is better to call pygame.display.set_mode() with new
# display flags.
#
self.fail()
if __name__ == '__main__':
unittest.main()