Traktor/myenv/Lib/site-packages/pygame/tests/gfxdraw_test.py

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2024-05-23 01:57:24 +02:00
import unittest
import pygame
import pygame.gfxdraw
from pygame.locals import *
from pygame.tests.test_utils import SurfaceSubclass
def intensity(c, i):
"""Return color c changed by intensity i
For 0 <= i <= 127 the color is a shade, with 0 being black, 127 being the
unaltered color.
For 128 <= i <= 255 the color is a tint, with 255 being white, 128 the
unaltered color.
"""
r, g, b = c[0:3]
if 0 <= i <= 127:
# Darken
return ((r * i) // 127, (g * i) // 127, (b * i) // 127)
# Lighten
return (
r + ((255 - r) * (255 - i)) // 127,
g + ((255 - g) * (255 - i)) // 127,
b + ((255 - b) * (255 - i)) // 127,
)
class GfxdrawDefaultTest(unittest.TestCase):
is_started = False
foreground_color = (128, 64, 8)
background_color = (255, 255, 255)
def make_palette(base_color):
"""Return color palette that is various intensities of base_color"""
# Need this function for Python 3.x so the base_color
# is within the scope of the list comprehension.
return [intensity(base_color, i) for i in range(0, 256)]
default_palette = make_palette(foreground_color)
default_size = (100, 100)
def check_at(self, surf, posn, color):
sc = surf.get_at(posn)
fail_msg = "%s != %s at %s, bitsize: %i, flags: %i, masks: %s" % (
sc,
color,
posn,
surf.get_bitsize(),
surf.get_flags(),
surf.get_masks(),
)
self.assertEqual(sc, color, fail_msg)
def check_not_at(self, surf, posn, color):
sc = surf.get_at(posn)
fail_msg = "%s != %s at %s, bitsize: %i, flags: %i, masks: %s" % (
sc,
color,
posn,
surf.get_bitsize(),
surf.get_flags(),
surf.get_masks(),
)
self.assertNotEqual(sc, color, fail_msg)
@classmethod
def setUpClass(cls):
# Necessary for Surface.set_palette.
pygame.init()
pygame.display.set_mode((1, 1))
@classmethod
def tearDownClass(cls):
pygame.quit()
def setUp(self):
# This makes sure pygame is always initialized before each test (in
# case a test calls pygame.quit()).
if not pygame.get_init():
pygame.init()
Surface = pygame.Surface
size = self.default_size
palette = self.default_palette
if not self.is_started:
# Create test surfaces
self.surfaces = [
Surface(size, 0, 8),
Surface(size, SRCALPHA, 16),
Surface(size, SRCALPHA, 32),
]
self.surfaces[0].set_palette(palette)
nonpalette_fmts = (
# (8, (0xe0, 0x1c, 0x3, 0x0)),
(12, (0xF00, 0xF0, 0xF, 0x0)),
(15, (0x7C00, 0x3E0, 0x1F, 0x0)),
(15, (0x1F, 0x3E0, 0x7C00, 0x0)),
(16, (0xF00, 0xF0, 0xF, 0xF000)),
(16, (0xF000, 0xF00, 0xF0, 0xF)),
(16, (0xF, 0xF0, 0xF00, 0xF000)),
(16, (0xF0, 0xF00, 0xF000, 0xF)),
(16, (0x7C00, 0x3E0, 0x1F, 0x8000)),
(16, (0xF800, 0x7C0, 0x3E, 0x1)),
(16, (0x1F, 0x3E0, 0x7C00, 0x8000)),
(16, (0x3E, 0x7C0, 0xF800, 0x1)),
(16, (0xF800, 0x7E0, 0x1F, 0x0)),
(16, (0x1F, 0x7E0, 0xF800, 0x0)),
(24, (0xFF, 0xFF00, 0xFF0000, 0x0)),
(24, (0xFF0000, 0xFF00, 0xFF, 0x0)),
(32, (0xFF0000, 0xFF00, 0xFF, 0x0)),
(32, (0xFF000000, 0xFF0000, 0xFF00, 0x0)),
(32, (0xFF, 0xFF00, 0xFF0000, 0x0)),
(32, (0xFF00, 0xFF0000, 0xFF000000, 0x0)),
(32, (0xFF0000, 0xFF00, 0xFF, 0xFF000000)),
(32, (0xFF000000, 0xFF0000, 0xFF00, 0xFF)),
(32, (0xFF, 0xFF00, 0xFF0000, 0xFF000000)),
(32, (0xFF00, 0xFF0000, 0xFF000000, 0xFF)),
)
for bitsize, masks in nonpalette_fmts:
self.surfaces.append(Surface(size, 0, bitsize, masks))
for surf in self.surfaces:
surf.fill(self.background_color)
def test_gfxdraw__subclassed_surface(self):
"""Ensure pygame.gfxdraw works on subclassed surfaces."""
surface = SurfaceSubclass((11, 13), SRCALPHA, 32)
surface.fill(pygame.Color("blue"))
expected_color = pygame.Color("red")
x, y = 1, 2
pygame.gfxdraw.pixel(surface, x, y, expected_color)
self.assertEqual(surface.get_at((x, y)), expected_color)
def test_pixel(self):
"""pixel(surface, x, y, color): return None"""
fg = self.foreground_color
bg = self.background_color
for surf in self.surfaces:
fg_adjusted = surf.unmap_rgb(surf.map_rgb(fg))
bg_adjusted = surf.unmap_rgb(surf.map_rgb(bg))
pygame.gfxdraw.pixel(surf, 2, 2, fg)
for x in range(1, 4):
for y in range(1, 4):
if x == 2 and y == 2:
self.check_at(surf, (x, y), fg_adjusted)
else:
self.check_at(surf, (x, y), bg_adjusted)
def test_hline(self):
"""hline(surface, x1, x2, y, color): return None"""
fg = self.foreground_color
bg = self.background_color
startx = 10
stopx = 80
y = 50
fg_test_points = [(startx, y), (stopx, y), ((stopx - startx) // 2, y)]
bg_test_points = [
(startx - 1, y),
(stopx + 1, y),
(startx, y - 1),
(startx, y + 1),
(stopx, y - 1),
(stopx, y + 1),
]
for surf in self.surfaces:
fg_adjusted = surf.unmap_rgb(surf.map_rgb(fg))
bg_adjusted = surf.unmap_rgb(surf.map_rgb(bg))
pygame.gfxdraw.hline(surf, startx, stopx, y, fg)
for posn in fg_test_points:
self.check_at(surf, posn, fg_adjusted)
for posn in bg_test_points:
self.check_at(surf, posn, bg_adjusted)
def test_vline(self):
"""vline(surface, x, y1, y2, color): return None"""
fg = self.foreground_color
bg = self.background_color
x = 50
starty = 10
stopy = 80
fg_test_points = [(x, starty), (x, stopy), (x, (stopy - starty) // 2)]
bg_test_points = [
(x, starty - 1),
(x, stopy + 1),
(x - 1, starty),
(x + 1, starty),
(x - 1, stopy),
(x + 1, stopy),
]
for surf in self.surfaces:
fg_adjusted = surf.unmap_rgb(surf.map_rgb(fg))
bg_adjusted = surf.unmap_rgb(surf.map_rgb(bg))
pygame.gfxdraw.vline(surf, x, starty, stopy, fg)
for posn in fg_test_points:
self.check_at(surf, posn, fg_adjusted)
for posn in bg_test_points:
self.check_at(surf, posn, bg_adjusted)
def test_rectangle(self):
"""rectangle(surface, rect, color): return None"""
fg = self.foreground_color
bg = self.background_color
rect = pygame.Rect(10, 15, 55, 62)
rect_tuple = tuple(rect)
fg_test_points = [
rect.topleft,
(rect.right - 1, rect.top),
(rect.left, rect.bottom - 1),
(rect.right - 1, rect.bottom - 1),
]
bg_test_points = [
(rect.left - 1, rect.top - 1),
(rect.left + 1, rect.top + 1),
(rect.right, rect.top - 1),
(rect.right - 2, rect.top + 1),
(rect.left - 1, rect.bottom),
(rect.left + 1, rect.bottom - 2),
(rect.right, rect.bottom),
(rect.right - 2, rect.bottom - 2),
]
for surf in self.surfaces:
fg_adjusted = surf.unmap_rgb(surf.map_rgb(fg))
bg_adjusted = surf.unmap_rgb(surf.map_rgb(bg))
pygame.gfxdraw.rectangle(surf, rect, fg)
for posn in fg_test_points:
self.check_at(surf, posn, fg_adjusted)
for posn in bg_test_points:
self.check_at(surf, posn, bg_adjusted)
surf.fill(bg)
pygame.gfxdraw.rectangle(surf, rect_tuple, fg)
for posn in fg_test_points:
self.check_at(surf, posn, fg_adjusted)
for posn in bg_test_points:
self.check_at(surf, posn, bg_adjusted)
def test_box(self):
"""box(surface, rect, color): return None"""
fg = self.foreground_color
bg = self.background_color
rect = pygame.Rect(10, 15, 55, 62)
rect_tuple = tuple(rect)
fg_test_points = [
rect.topleft,
(rect.left + 1, rect.top + 1),
(rect.right - 1, rect.top),
(rect.right - 2, rect.top + 1),
(rect.left, rect.bottom - 1),
(rect.left + 1, rect.bottom - 2),
(rect.right - 1, rect.bottom - 1),
(rect.right - 2, rect.bottom - 2),
]
bg_test_points = [
(rect.left - 1, rect.top - 1),
(rect.right, rect.top - 1),
(rect.left - 1, rect.bottom),
(rect.right, rect.bottom),
]
for surf in self.surfaces:
fg_adjusted = surf.unmap_rgb(surf.map_rgb(fg))
bg_adjusted = surf.unmap_rgb(surf.map_rgb(bg))
pygame.gfxdraw.box(surf, rect, fg)
for posn in fg_test_points:
self.check_at(surf, posn, fg_adjusted)
for posn in bg_test_points:
self.check_at(surf, posn, bg_adjusted)
surf.fill(bg)
pygame.gfxdraw.box(surf, rect_tuple, fg)
for posn in fg_test_points:
self.check_at(surf, posn, fg_adjusted)
for posn in bg_test_points:
self.check_at(surf, posn, bg_adjusted)
def test_line(self):
"""line(surface, x1, y1, x2, y2, color): return None"""
fg = self.foreground_color
bg = self.background_color
x1 = 10
y1 = 15
x2 = 92
y2 = 77
fg_test_points = [(x1, y1), (x2, y2)]
bg_test_points = [
(x1 - 1, y1),
(x1, y1 - 1),
(x1 - 1, y1 - 1),
(x2 + 1, y2),
(x2, y2 + 1),
(x2 + 1, y2 + 1),
]
for surf in self.surfaces:
fg_adjusted = surf.unmap_rgb(surf.map_rgb(fg))
bg_adjusted = surf.unmap_rgb(surf.map_rgb(bg))
pygame.gfxdraw.line(surf, x1, y1, x2, y2, fg)
for posn in fg_test_points:
self.check_at(surf, posn, fg_adjusted)
for posn in bg_test_points:
self.check_at(surf, posn, bg_adjusted)
def test_circle(self):
"""circle(surface, x, y, r, color): return None"""
fg = self.foreground_color
bg = self.background_color
x = 45
y = 40
r = 30
fg_test_points = [(x, y - r), (x, y + r), (x - r, y), (x + r, y)]
bg_test_points = [
(x, y),
(x, y - r + 1),
(x, y - r - 1),
(x, y + r + 1),
(x, y + r - 1),
(x - r - 1, y),
(x - r + 1, y),
(x + r + 1, y),
(x + r - 1, y),
]
for surf in self.surfaces:
fg_adjusted = surf.unmap_rgb(surf.map_rgb(fg))
bg_adjusted = surf.unmap_rgb(surf.map_rgb(bg))
pygame.gfxdraw.circle(surf, x, y, r, fg)
for posn in fg_test_points:
self.check_at(surf, posn, fg_adjusted)
for posn in bg_test_points:
self.check_at(surf, posn, bg_adjusted)
def test_arc(self):
"""arc(surface, x, y, r, start, end, color): return None"""
fg = self.foreground_color
bg = self.background_color
x = 45
y = 40
r = 30
start = 0 # +x direction, but not (x + r, y) (?)
end = 90 # -y direction, including (x, y + r)
fg_test_points = [(x, y + r), (x + r, y + 1)]
bg_test_points = [
(x, y),
(x, y - r),
(x - r, y),
(x, y + r + 1),
(x, y + r - 1),
(x - 1, y + r),
(x + r + 1, y),
(x + r - 1, y),
(x + r, y),
]
for surf in self.surfaces:
fg_adjusted = surf.unmap_rgb(surf.map_rgb(fg))
bg_adjusted = surf.unmap_rgb(surf.map_rgb(bg))
pygame.gfxdraw.arc(surf, x, y, r, start, end, fg)
for posn in fg_test_points:
self.check_at(surf, posn, fg_adjusted)
for posn in bg_test_points:
self.check_at(surf, posn, bg_adjusted)
def test_aacircle(self):
"""aacircle(surface, x, y, r, color): return None"""
fg = self.foreground_color
bg = self.background_color
x = 45
y = 40
r = 30
fg_test_points = [(x, y - r), (x, y + r), (x - r, y), (x + r, y)]
bg_test_points = [
(x, y),
(x, y - r + 1),
(x, y - r - 1),
(x, y + r + 1),
(x, y + r - 1),
(x - r - 1, y),
(x - r + 1, y),
(x + r + 1, y),
(x + r - 1, y),
]
for surf in self.surfaces:
fg_adjusted = surf.unmap_rgb(surf.map_rgb(fg))
bg_adjusted = surf.unmap_rgb(surf.map_rgb(bg))
pygame.gfxdraw.aacircle(surf, x, y, r, fg)
for posn in fg_test_points:
self.check_not_at(surf, posn, bg_adjusted)
for posn in bg_test_points:
self.check_at(surf, posn, bg_adjusted)
def test_filled_circle(self):
"""filled_circle(surface, x, y, r, color): return None"""
fg = self.foreground_color
bg = self.background_color
x = 45
y = 40
r = 30
fg_test_points = [
(x, y - r),
(x, y - r + 1),
(x, y + r),
(x, y + r - 1),
(x - r, y),
(x - r + 1, y),
(x + r, y),
(x + r - 1, y),
(x, y),
]
bg_test_points = [
(x, y - r - 1),
(x, y + r + 1),
(x - r - 1, y),
(x + r + 1, y),
]
for surf in self.surfaces:
fg_adjusted = surf.unmap_rgb(surf.map_rgb(fg))
bg_adjusted = surf.unmap_rgb(surf.map_rgb(bg))
pygame.gfxdraw.filled_circle(surf, x, y, r, fg)
for posn in fg_test_points:
self.check_at(surf, posn, fg_adjusted)
for posn in bg_test_points:
self.check_at(surf, posn, bg_adjusted)
def test_ellipse(self):
"""ellipse(surface, x, y, rx, ry, color): return None"""
fg = self.foreground_color
bg = self.background_color
x = 45
y = 40
rx = 30
ry = 35
fg_test_points = [(x, y - ry), (x, y + ry), (x - rx, y), (x + rx, y)]
bg_test_points = [
(x, y),
(x, y - ry + 1),
(x, y - ry - 1),
(x, y + ry + 1),
(x, y + ry - 1),
(x - rx - 1, y),
(x - rx + 1, y),
(x + rx + 1, y),
(x + rx - 1, y),
]
for surf in self.surfaces:
fg_adjusted = surf.unmap_rgb(surf.map_rgb(fg))
bg_adjusted = surf.unmap_rgb(surf.map_rgb(bg))
pygame.gfxdraw.ellipse(surf, x, y, rx, ry, fg)
for posn in fg_test_points:
self.check_at(surf, posn, fg_adjusted)
for posn in bg_test_points:
self.check_at(surf, posn, bg_adjusted)
def test_aaellipse(self):
"""aaellipse(surface, x, y, rx, ry, color): return None"""
fg = self.foreground_color
bg = self.background_color
x = 45
y = 40
rx = 30
ry = 35
fg_test_points = [(x, y - ry), (x, y + ry), (x - rx, y), (x + rx, y)]
bg_test_points = [
(x, y),
(x, y - ry + 1),
(x, y - ry - 1),
(x, y + ry + 1),
(x, y + ry - 1),
(x - rx - 1, y),
(x - rx + 1, y),
(x + rx + 1, y),
(x + rx - 1, y),
]
for surf in self.surfaces:
fg_adjusted = surf.unmap_rgb(surf.map_rgb(fg))
bg_adjusted = surf.unmap_rgb(surf.map_rgb(bg))
pygame.gfxdraw.aaellipse(surf, x, y, rx, ry, fg)
for posn in fg_test_points:
self.check_not_at(surf, posn, bg_adjusted)
for posn in bg_test_points:
self.check_at(surf, posn, bg_adjusted)
def test_filled_ellipse(self):
"""filled_ellipse(surface, x, y, rx, ry, color): return None"""
fg = self.foreground_color
bg = self.background_color
x = 45
y = 40
rx = 30
ry = 35
fg_test_points = [
(x, y - ry),
(x, y - ry + 1),
(x, y + ry),
(x, y + ry - 1),
(x - rx, y),
(x - rx + 1, y),
(x + rx, y),
(x + rx - 1, y),
(x, y),
]
bg_test_points = [
(x, y - ry - 1),
(x, y + ry + 1),
(x - rx - 1, y),
(x + rx + 1, y),
]
for surf in self.surfaces:
fg_adjusted = surf.unmap_rgb(surf.map_rgb(fg))
bg_adjusted = surf.unmap_rgb(surf.map_rgb(bg))
pygame.gfxdraw.filled_ellipse(surf, x, y, rx, ry, fg)
for posn in fg_test_points:
self.check_at(surf, posn, fg_adjusted)
for posn in bg_test_points:
self.check_at(surf, posn, bg_adjusted)
def test_pie(self):
"""pie(surface, x, y, r, start, end, color): return None"""
fg = self.foreground_color
bg = self.background_color
x = 45
y = 40
r = 30
start = 0 # +x direction, including (x + r, y)
end = 90 # -y direction, but not (x, y + r) (?)
fg_test_points = [(x, y), (x + 1, y), (x, y + 1), (x + r, y)]
bg_test_points = [
(x - 1, y),
(x, y - 1),
(x - 1, y - 1),
(x + 1, y + 1),
(x + r + 1, y),
(x + r, y - 1),
(x, y + r + 1),
]
for surf in self.surfaces:
fg_adjusted = surf.unmap_rgb(surf.map_rgb(fg))
bg_adjusted = surf.unmap_rgb(surf.map_rgb(bg))
pygame.gfxdraw.pie(surf, x, y, r, start, end, fg)
for posn in fg_test_points:
self.check_at(surf, posn, fg_adjusted)
for posn in bg_test_points:
self.check_at(surf, posn, bg_adjusted)
def test_trigon(self):
"""trigon(surface, x1, y1, x2, y2, x3, y3, color): return None"""
fg = self.foreground_color
bg = self.background_color
x1 = 10
y1 = 15
x2 = 92
y2 = 77
x3 = 20
y3 = 60
fg_test_points = [(x1, y1), (x2, y2), (x3, y3)]
bg_test_points = [
(x1 - 1, y1 - 1),
(x2 + 1, y2 + 1),
(x3 - 1, y3 + 1),
(x1 + 10, y1 + 30),
]
for surf in self.surfaces:
fg_adjusted = surf.unmap_rgb(surf.map_rgb(fg))
bg_adjusted = surf.unmap_rgb(surf.map_rgb(bg))
pygame.gfxdraw.trigon(surf, x1, y1, x2, y2, x3, y3, fg)
for posn in fg_test_points:
self.check_at(surf, posn, fg_adjusted)
for posn in bg_test_points:
self.check_at(surf, posn, bg_adjusted)
def test_aatrigon(self):
"""aatrigon(surface, x1, y1, x2, y2, x3, y3, color): return None"""
fg = self.foreground_color
bg = self.background_color
x1 = 10
y1 = 15
x2 = 92
y2 = 77
x3 = 20
y3 = 60
fg_test_points = [(x1, y1), (x2, y2), (x3, y3)]
bg_test_points = [
(x1 - 1, y1 - 1),
(x2 + 1, y2 + 1),
(x3 - 1, y3 + 1),
(x1 + 10, y1 + 30),
]
for surf in self.surfaces:
fg_adjusted = surf.unmap_rgb(surf.map_rgb(fg))
bg_adjusted = surf.unmap_rgb(surf.map_rgb(bg))
pygame.gfxdraw.aatrigon(surf, x1, y1, x2, y2, x3, y3, fg)
for posn in fg_test_points:
self.check_not_at(surf, posn, bg_adjusted)
for posn in bg_test_points:
self.check_at(surf, posn, bg_adjusted)
def test_aatrigon__with_horizontal_edge(self):
"""Ensure aatrigon draws horizontal edges correctly.
This test creates 2 surfaces and draws an aatrigon on each. The pixels
on each surface are compared to ensure they are the same. The only
difference between the 2 aatrigons is the order the points are drawn.
The order of the points should have no impact on the final drawing.
Related to issue #622.
"""
bg_color = pygame.Color("white")
line_color = pygame.Color("black")
width, height = 11, 10
expected_surface = pygame.Surface((width, height), 0, 32)
expected_surface.fill(bg_color)
surface = pygame.Surface((width, height), 0, 32)
surface.fill(bg_color)
x1, y1 = width - 1, 0
x2, y2 = (width - 1) // 2, height - 1
x3, y3 = 0, 0
# The points in this order draw as expected.
pygame.gfxdraw.aatrigon(expected_surface, x1, y1, x2, y2, x3, y3, line_color)
# The points in reverse order fail to draw the horizontal edge along
# the top.
pygame.gfxdraw.aatrigon(surface, x3, y3, x2, y2, x1, y1, line_color)
# The surfaces are locked for a possible speed up of pixel access.
expected_surface.lock()
surface.lock()
for x in range(width):
for y in range(height):
self.assertEqual(
expected_surface.get_at((x, y)),
surface.get_at((x, y)),
f"pos=({x}, {y})",
)
surface.unlock()
expected_surface.unlock()
def test_filled_trigon(self):
"""filled_trigon(surface, x1, y1, x2, y2, x3, y3, color): return None"""
fg = self.foreground_color
bg = self.background_color
x1 = 10
y1 = 15
x2 = 92
y2 = 77
x3 = 20
y3 = 60
fg_test_points = [(x1, y1), (x2, y2), (x3, y3), (x1 + 10, y1 + 30)]
bg_test_points = [(x1 - 1, y1 - 1), (x2 + 1, y2 + 1), (x3 - 1, y3 + 1)]
for surf in self.surfaces:
fg_adjusted = surf.unmap_rgb(surf.map_rgb(fg))
bg_adjusted = surf.unmap_rgb(surf.map_rgb(bg))
pygame.gfxdraw.filled_trigon(surf, x1, y1, x2, y2, x3, y3, fg)
for posn in fg_test_points:
self.check_at(surf, posn, fg_adjusted)
for posn in bg_test_points:
self.check_at(surf, posn, bg_adjusted)
def test_polygon(self):
"""polygon(surface, points, color): return None"""
fg = self.foreground_color
bg = self.background_color
points = [(10, 80), (10, 15), (92, 25), (92, 80)]
fg_test_points = points + [
(points[0][0], points[0][1] - 1),
(points[0][0] + 1, points[0][1]),
(points[3][0] - 1, points[3][1]),
(points[3][0], points[3][1] - 1),
(points[2][0], points[2][1] + 1),
]
bg_test_points = [
(points[0][0] - 1, points[0][1]),
(points[0][0], points[0][1] + 1),
(points[0][0] - 1, points[0][1] + 1),
(points[0][0] + 1, points[0][1] - 1),
(points[3][0] + 1, points[3][1]),
(points[3][0], points[3][1] + 1),
(points[3][0] + 1, points[3][1] + 1),
(points[3][0] - 1, points[3][1] - 1),
(points[2][0] + 1, points[2][1]),
(points[2][0] - 1, points[2][1] + 1),
(points[1][0] - 1, points[1][1]),
(points[1][0], points[1][1] - 1),
(points[1][0] - 1, points[1][1] - 1),
]
for surf in self.surfaces:
fg_adjusted = surf.unmap_rgb(surf.map_rgb(fg))
bg_adjusted = surf.unmap_rgb(surf.map_rgb(bg))
pygame.gfxdraw.polygon(surf, points, fg)
for posn in fg_test_points:
self.check_at(surf, posn, fg_adjusted)
for posn in bg_test_points:
self.check_at(surf, posn, bg_adjusted)
def test_aapolygon(self):
"""aapolygon(surface, points, color): return None"""
fg = self.foreground_color
bg = self.background_color
points = [(10, 80), (10, 15), (92, 25), (92, 80)]
fg_test_points = points
bg_test_points = [
(points[0][0] - 1, points[0][1]),
(points[0][0], points[0][1] + 1),
(points[0][0] - 1, points[0][1] + 1),
(points[0][0] + 1, points[0][1] - 1),
(points[3][0] + 1, points[3][1]),
(points[3][0], points[3][1] + 1),
(points[3][0] + 1, points[3][1] + 1),
(points[3][0] - 1, points[3][1] - 1),
(points[2][0] + 1, points[2][1]),
(points[2][0] - 1, points[2][1] + 1),
(points[1][0] - 1, points[1][1]),
(points[1][0], points[1][1] - 1),
(points[1][0] - 1, points[1][1] - 1),
]
for surf in self.surfaces:
fg_adjusted = surf.unmap_rgb(surf.map_rgb(fg))
bg_adjusted = surf.unmap_rgb(surf.map_rgb(bg))
pygame.gfxdraw.aapolygon(surf, points, fg)
for posn in fg_test_points:
self.check_at(surf, posn, fg_adjusted)
for posn in bg_test_points:
self.check_not_at(surf, posn, fg_adjusted)
for posn in bg_test_points:
self.check_at(surf, posn, bg_adjusted)
def test_aapolygon__with_horizontal_edge(self):
"""Ensure aapolygon draws horizontal edges correctly.
This test creates 2 surfaces and draws a polygon on each. The pixels
on each surface are compared to ensure they are the same. The only
difference between the 2 polygons is that one is drawn using
aapolygon() and the other using multiple line() calls. They should
produce the same final drawing.
Related to issue #622.
"""
bg_color = pygame.Color("white")
line_color = pygame.Color("black")
width, height = 11, 10
expected_surface = pygame.Surface((width, height), 0, 32)
expected_surface.fill(bg_color)
surface = pygame.Surface((width, height), 0, 32)
surface.fill(bg_color)
points = ((0, 0), (0, height - 1), (width - 1, height - 1), (width - 1, 0))
# The points are used to draw the expected aapolygon using the line()
# function.
for (x1, y1), (x2, y2) in zip(points, points[1:] + points[:1]):
pygame.gfxdraw.line(expected_surface, x1, y1, x2, y2, line_color)
# The points in this order fail to draw the horizontal edge along
# the top.
pygame.gfxdraw.aapolygon(surface, points, line_color)
# The surfaces are locked for a possible speed up of pixel access.
expected_surface.lock()
surface.lock()
for x in range(width):
for y in range(height):
self.assertEqual(
expected_surface.get_at((x, y)),
surface.get_at((x, y)),
f"pos=({x}, {y})",
)
surface.unlock()
expected_surface.unlock()
def test_filled_polygon(self):
"""filled_polygon(surface, points, color): return None"""
fg = self.foreground_color
bg = self.background_color
points = [(10, 80), (10, 15), (92, 25), (92, 80)]
fg_test_points = points + [
(points[0][0], points[0][1] - 1),
(points[0][0] + 1, points[0][1]),
(points[0][0] + 1, points[0][1] - 1),
(points[3][0] - 1, points[3][1]),
(points[3][0], points[3][1] - 1),
(points[3][0] - 1, points[3][1] - 1),
(points[2][0], points[2][1] + 1),
(points[2][0] - 1, points[2][1] + 1),
]
bg_test_points = [
(points[0][0] - 1, points[0][1]),
(points[0][0], points[0][1] + 1),
(points[0][0] - 1, points[0][1] + 1),
(points[3][0] + 1, points[3][1]),
(points[3][0], points[3][1] + 1),
(points[3][0] + 1, points[3][1] + 1),
(points[2][0] + 1, points[2][1]),
(points[1][0] - 1, points[1][1]),
(points[1][0], points[1][1] - 1),
(points[1][0] - 1, points[1][1] - 1),
]
for surf in self.surfaces:
fg_adjusted = surf.unmap_rgb(surf.map_rgb(fg))
bg_adjusted = surf.unmap_rgb(surf.map_rgb(bg))
pygame.gfxdraw.filled_polygon(surf, points, fg)
for posn in fg_test_points:
self.check_at(surf, posn, fg_adjusted)
for posn in bg_test_points:
self.check_at(surf, posn, bg_adjusted)
def test_textured_polygon(self):
"""textured_polygon(surface, points, texture, tx, ty): return None"""
w, h = self.default_size
fg = self.foreground_color
bg = self.background_color
tx = 0
ty = 0
texture = pygame.Surface((w + tx, h + ty), 0, 24)
texture.fill(fg, (0, 0, w, h))
points = [(10, 80), (10, 15), (92, 25), (92, 80)]
# Don't know how to really check this as boarder points may
# or may not be included in the textured polygon.
fg_test_points = [(points[1][0] + 30, points[1][1] + 40)]
bg_test_points = [
(points[0][0] - 1, points[0][1]),
(points[0][0], points[0][1] + 1),
(points[0][0] - 1, points[0][1] + 1),
(points[3][0] + 1, points[3][1]),
(points[3][0], points[3][1] + 1),
(points[3][0] + 1, points[3][1] + 1),
(points[2][0] + 1, points[2][1]),
(points[1][0] - 1, points[1][1]),
(points[1][0], points[1][1] - 1),
(points[1][0] - 1, points[1][1] - 1),
]
for surf in self.surfaces[1:]:
fg_adjusted = surf.unmap_rgb(surf.map_rgb(fg))
bg_adjusted = surf.unmap_rgb(surf.map_rgb(bg))
pygame.gfxdraw.textured_polygon(surf, points, texture, -tx, -ty)
for posn in fg_test_points:
self.check_at(surf, posn, fg_adjusted)
for posn in bg_test_points:
self.check_at(surf, posn, bg_adjusted)
# Alpha blit to 8 bits-per-pixel surface forbidden.
texture = pygame.Surface(self.default_size, SRCALPHA, 32)
self.assertRaises(
ValueError,
pygame.gfxdraw.textured_polygon,
self.surfaces[0],
points,
texture,
0,
0,
)
def test_bezier(self):
"""bezier(surface, points, steps, color): return None"""
fg = self.foreground_color
bg = self.background_color
points = [(10, 50), (25, 15), (60, 80), (92, 30)]
fg_test_points = [points[0], points[3]]
bg_test_points = [
(points[0][0] - 1, points[0][1]),
(points[3][0] + 1, points[3][1]),
(points[1][0], points[1][1] + 3),
(points[2][0], points[2][1] - 3),
]
for surf in self.surfaces:
fg_adjusted = surf.unmap_rgb(surf.map_rgb(fg))
bg_adjusted = surf.unmap_rgb(surf.map_rgb(bg))
pygame.gfxdraw.bezier(surf, points, 30, fg)
for posn in fg_test_points:
self.check_at(surf, posn, fg_adjusted)
for posn in bg_test_points:
self.check_at(surf, posn, bg_adjusted)
if __name__ == "__main__":
unittest.main()