# -*- coding: utf-8 -*- import unittest import pygame, pygame.transform from pygame.compat import unicode_ from pygame import display class DisplayModuleTest(unittest.TestCase): default_caption = "pygame window" def setUp(self): display.init() def tearDown(self): display.quit() def test_update(self): """ see if pygame.display.update takes rects with negative values. "|Tags:display|" """ #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 test_Info(self): inf = pygame.display.Info() 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((128,128)) inf = pygame.display.Info() self.assertEqual(inf.current_h, 128) self.assertEqual(inf.current_w, 128) 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 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. # screen = display.set_mode((100, 100)) self.assertEqual(display.get_caption()[0], self.default_caption) def 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. # TEST_CAPTION = "test" screen = display.set_mode((100, 100)) self.assertIsNone(display.set_caption(TEST_CAPTION)) self.assertEqual(display.get_caption()[0], TEST_CAPTION) self.assertEqual(display.get_caption()[1], TEST_CAPTION) def test_caption_unicode(self): TEST_CAPTION = u'台' display.set_caption(TEST_CAPTION) import sys if sys.version_info.major >= 3: self.assertEqual(display.get_caption()[0], TEST_CAPTION) else: self.assertEqual(unicode_(display.get_caption()[0], 'utf8'), TEST_CAPTION) 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 test_list_modes(self): modes = pygame.display.list_modes( depth=0, flags=pygame.FULLSCREEN, display=0 ) # modes == -1 means any mode is supported. if modes != -1: self.assertEqual(len(modes[0]), 2) self.assertEqual(type(modes[0][0]), int) modes = pygame.display.list_modes() if modes != -1: self.assertEqual(len(modes[0]), 2) self.assertEqual(type(modes[0][0]), int) modes = pygame.display.list_modes( depth=0, flags=0, display=0 ) if modes != -1: self.assertEqual(len(modes[0]), 2) self.assertEqual(type(modes[0][0]), int) def test_mode_ok(self): pygame.display.mode_ok((128, 128)) modes = pygame.display.list_modes() if modes != -1: size = modes[0] self.assertNotEqual(pygame.display.mode_ok(size), 0) pygame.display.mode_ok((128, 128), 0, 32) pygame.display.mode_ok((128, 128), flags=0, depth=32, display=0) def test_mode_ok_fullscreen(self): modes = pygame.display.list_modes() if modes != -1: size = modes[0] self.assertNotEqual(pygame.display.mode_ok( size, flags=pygame.FULLSCREEN), 0) def test_get_num_displays(self): self.assertGreater(pygame.display.get_num_displays(), 0) 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_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 test_set_mode_kwargs(self): pygame.display.set_mode(size=(1, 1), flags=0, depth=0, display=0) 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()