forked from s444417/ProjektAI
144 lines
4.6 KiB
Python
144 lines
4.6 KiB
Python
import unittest
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import sys
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import platform
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import pygame
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IS_PYPY = 'PyPy' == platform.python_implementation()
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@unittest.skipIf(IS_PYPY, 'pypy skip known failure') # TODO
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class SurfaceLockTest(unittest.TestCase):
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def test_lock(self):
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sf = pygame.Surface((5, 5))
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sf.lock()
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self.assertEqual(sf.get_locked(), True)
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self.assertEqual(sf.get_locks(), (sf,))
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sf.lock()
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self.assertEqual(sf.get_locked(), True)
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self.assertEqual(sf.get_locks(), (sf, sf))
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sf.unlock()
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self.assertEqual(sf.get_locked(), True)
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self.assertEqual(sf.get_locks(), (sf,))
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sf.unlock()
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self.assertEqual(sf.get_locked(), False)
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self.assertEqual(sf.get_locks(), ())
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def test_subsurface_lock(self):
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sf = pygame.Surface((5, 5))
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subsf = sf.subsurface((1, 1, 2, 2))
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sf2 = pygame.Surface((5, 5))
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# Simple blits, nothing should happen here.
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sf2.blit(subsf, (0, 0))
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sf2.blit(sf, (0, 0))
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# Test blitting on self:
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self.assertRaises(pygame.error, sf.blit, subsf, (0, 0))
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#self.assertRaises(pygame.error, subsf.blit, sf, (0, 0))
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# ^ Fails although it should not in my opinion. If I cannot
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# blit the subsurface to the surface, it should not be allowed
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# the other way around as well.
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# Test additional locks.
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sf.lock()
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sf2.blit(subsf, (0, 0))
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self.assertRaises(pygame.error, sf2.blit, sf, (0, 0))
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subsf.lock()
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self.assertRaises(pygame.error, sf2.blit, subsf, (0, 0))
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self.assertRaises(pygame.error, sf2.blit, sf, (0, 0))
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# sf and subsf are now explicitly locked. Unlock sf, so we can
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# (assume) to blit it.
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# It will fail though as the subsurface still has a lock around,
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# which is okay and correct behaviour.
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sf.unlock()
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self.assertRaises(pygame.error, sf2.blit, subsf, (0, 0))
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self.assertRaises(pygame.error, sf2.blit, sf, (0, 0))
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# Run a second unlock on the surface. This should ideally have
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# no effect as the subsurface is the locking reason!
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sf.unlock()
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self.assertRaises(pygame.error, sf2.blit, sf, (0, 0))
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self.assertRaises(pygame.error, sf2.blit, subsf, (0, 0))
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subsf.unlock()
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sf.lock()
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self.assertEqual(sf.get_locked(), True)
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self.assertEqual(sf.get_locks(), (sf,))
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self.assertEqual(subsf.get_locked(), False)
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self.assertEqual(subsf.get_locks(), ())
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subsf.lock()
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self.assertEqual(sf.get_locked(), True)
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self.assertEqual(sf.get_locks(), (sf, subsf))
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self.assertEqual(subsf.get_locked(), True)
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self.assertEqual(subsf.get_locks(), (subsf,))
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sf.unlock()
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self.assertEqual(sf.get_locked(), True)
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self.assertEqual(sf.get_locks(), (subsf,))
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self.assertEqual(subsf.get_locked(), True)
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self.assertEqual(subsf.get_locks(), (subsf,))
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subsf.unlock()
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self.assertEqual(sf.get_locked(), False)
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self.assertEqual(sf.get_locks(), ())
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self.assertEqual(subsf.get_locked(), False)
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self.assertEqual(subsf.get_locks(), ())
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subsf.lock()
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self.assertEqual(sf.get_locked(), True)
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self.assertEqual(sf.get_locks(), (subsf,))
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self.assertEqual(subsf.get_locked(), True)
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self.assertEqual(subsf.get_locks(), (subsf,))
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subsf.lock()
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self.assertEqual(sf.get_locked(), True)
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self.assertEqual(sf.get_locks(), (subsf, subsf))
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self.assertEqual(subsf.get_locked(), True)
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self.assertEqual(subsf.get_locks(), (subsf, subsf))
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def test_pxarray_ref(self):
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sf = pygame.Surface((5, 5))
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ar = pygame.PixelArray(sf)
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ar2 = pygame.PixelArray(sf)
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self.assertEqual(sf.get_locked(), True)
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self.assertEqual(sf.get_locks(), (ar, ar2))
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del ar
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self.assertEqual(sf.get_locked(), True)
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self.assertEqual(sf.get_locks(), (ar2,))
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ar = ar2[:]
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self.assertEqual(sf.get_locked(), True)
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self.assertEqual(sf.get_locks(), (ar2,))
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del ar
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self.assertEqual(sf.get_locked(), True)
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self.assertEqual(len(sf.get_locks()), 1)
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def test_buffer(self):
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sf = pygame.Surface((5, 5))
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buf = sf.get_buffer()
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self.assertEqual(sf.get_locked(), True)
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self.assertEqual(sf.get_locks(), (buf,))
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sf.unlock()
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self.assertEqual(sf.get_locked(), True)
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self.assertEqual(sf.get_locks(), (buf,))
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del buf
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self.assertEqual(sf.get_locked(), False)
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self.assertEqual(sf.get_locks(), ())
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if __name__ == '__main__':
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unittest.main()
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