import unittest import os import sys import time import pygame, pygame.transform from pygame.tests.test_utils import question from pygame import display class DisplayModuleTest(unittest.TestCase): default_caption = "pygame window" def setUp(self): display.init() def tearDown(self): display.quit() 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 test_flip(self): screen = pygame.display.set_mode((100, 100)) # test without a change self.assertIsNone(pygame.display.flip()) # test with a change pygame.Surface.fill(screen, (66, 66, 53)) self.assertIsNone(pygame.display.flip()) # test without display init pygame.display.quit() with self.assertRaises(pygame.error): (pygame.display.flip()) # test without window del screen with self.assertRaises(pygame.error): (pygame.display.flip()) def test_get_active(self): """Test the get_active function""" # Initially, the display is not active pygame.display.quit() self.assertEqual(pygame.display.get_active(), False) # get_active defaults to true after a set_mode pygame.display.init() pygame.display.set_mode((640, 480)) self.assertEqual(pygame.display.get_active(), True) # get_active after init/quit should be False # since no display is visible pygame.display.quit() pygame.display.init() self.assertEqual(pygame.display.get_active(), False) @unittest.skipIf( os.environ.get("SDL_VIDEODRIVER") == "dummy", "requires the SDL_VIDEODRIVER to be a non dummy value", ) def test_get_active_iconify(self): """Test the get_active function after an iconify""" # According to the docs, get_active should return # false if the display is iconified pygame.display.set_mode((640, 480)) pygame.event.clear() pygame.display.iconify() for _ in range(100): time.sleep(0.01) pygame.event.pump() self.assertEqual(pygame.display.get_active(), False) def test_get_caption(self): screen = display.set_mode((100, 100)) self.assertEqual(display.get_caption()[0], self.default_caption) def test_set_caption(self): 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_set_caption_kwargs(self): TEST_CAPTION = "test" screen = display.set_mode((100, 100)) self.assertIsNone(display.set_caption(title=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 = "台" display.set_caption(TEST_CAPTION) self.assertEqual(display.get_caption()[0], TEST_CAPTION) def test_get_driver(self): drivers = [ "aalib", "android", "arm", "cocoa", "dga", "directx", "directfb", "dummy", "emscripten", "fbcon", "ggi", "haiku", "khronos", "kmsdrm", "nacl", "offscreen", "pandora", "psp", "qnx", "raspberry", "svgalib", "uikit", "vgl", "vivante", "wayland", "windows", "windib", "winrt", "x11", ] driver = display.get_driver() self.assertIn(driver, drivers) display.quit() with self.assertRaises(pygame.error): driver = display.get_driver() def test_get_init(self): """Ensures the module's initialization state can be retrieved.""" # display.init() already called in setUp() self.assertTrue(display.get_init()) # This test can be uncommented when issues #991 and #993 are resolved. @unittest.skipIf(True, "SDL2 issues") def test_get_surface(self): """Ensures get_surface gets the current display surface.""" lengths = (1, 5, 100) for expected_size in ((w, h) for w in lengths for h in lengths): for expected_depth in (8, 16, 24, 32): expected_surface = display.set_mode(expected_size, 0, expected_depth) surface = pygame.display.get_surface() self.assertEqual(surface, expected_surface) self.assertIsInstance(surface, pygame.Surface) self.assertEqual(surface.get_size(), expected_size) self.assertEqual(surface.get_bitsize(), expected_depth) def test_get_surface__mode_not_set(self): """Ensures get_surface handles the display mode not being set.""" surface = pygame.display.get_surface() self.assertIsNone(surface) def test_get_wm_info(self): wm_info = display.get_wm_info() # Assert function returns a dictionary type self.assertIsInstance(wm_info, dict) wm_info_potential_keys = { "colorbuffer", "connection", "data", "dfb", "display", "framebuffer", "fswindow", "hdc", "hglrc", "hinstance", "lock_func", "resolveFramebuffer", "shell_surface", "surface", "taskHandle", "unlock_func", "wimpVersion", "window", "wmwindow", } # If any unexpected dict keys are present, they # will be stored in set wm_info_remaining_keys wm_info_remaining_keys = set(wm_info.keys()).difference(wm_info_potential_keys) # Assert set is empty (& therefore does not # contain unexpected dict keys) self.assertFalse(wm_info_remaining_keys) @unittest.skipIf( ( "skipping for all because some failures on rasppi and maybe other platforms" or os.environ.get("SDL_VIDEODRIVER") == "dummy" ), 'OpenGL requires a non-"dummy" SDL_VIDEODRIVER', ) def test_gl_get_attribute(self): screen = display.set_mode((0, 0), pygame.OPENGL) # We create a list where we store the original values of the # flags before setting them with a different value. original_values = [] original_values.append(pygame.display.gl_get_attribute(pygame.GL_ALPHA_SIZE)) original_values.append(pygame.display.gl_get_attribute(pygame.GL_DEPTH_SIZE)) original_values.append(pygame.display.gl_get_attribute(pygame.GL_STENCIL_SIZE)) original_values.append( pygame.display.gl_get_attribute(pygame.GL_ACCUM_RED_SIZE) ) original_values.append( pygame.display.gl_get_attribute(pygame.GL_ACCUM_GREEN_SIZE) ) original_values.append( pygame.display.gl_get_attribute(pygame.GL_ACCUM_BLUE_SIZE) ) original_values.append( pygame.display.gl_get_attribute(pygame.GL_ACCUM_ALPHA_SIZE) ) original_values.append( pygame.display.gl_get_attribute(pygame.GL_MULTISAMPLEBUFFERS) ) original_values.append( pygame.display.gl_get_attribute(pygame.GL_MULTISAMPLESAMPLES) ) original_values.append(pygame.display.gl_get_attribute(pygame.GL_STEREO)) original_values.append( pygame.display.gl_get_attribute(pygame.GL_ACCELERATED_VISUAL) ) original_values.append( pygame.display.gl_get_attribute(pygame.GL_CONTEXT_MAJOR_VERSION) ) original_values.append( pygame.display.gl_get_attribute(pygame.GL_CONTEXT_MINOR_VERSION) ) original_values.append(pygame.display.gl_get_attribute(pygame.GL_CONTEXT_FLAGS)) original_values.append( pygame.display.gl_get_attribute(pygame.GL_CONTEXT_PROFILE_MASK) ) original_values.append( pygame.display.gl_get_attribute(pygame.GL_SHARE_WITH_CURRENT_CONTEXT) ) original_values.append( pygame.display.gl_get_attribute(pygame.GL_FRAMEBUFFER_SRGB_CAPABLE) ) # Setting the flags with values supposedly different from the original values # assign SDL1-supported values with gl_set_attribute pygame.display.gl_set_attribute(pygame.GL_ALPHA_SIZE, 8) pygame.display.gl_set_attribute(pygame.GL_DEPTH_SIZE, 24) pygame.display.gl_set_attribute(pygame.GL_STENCIL_SIZE, 8) pygame.display.gl_set_attribute(pygame.GL_ACCUM_RED_SIZE, 16) pygame.display.gl_set_attribute(pygame.GL_ACCUM_GREEN_SIZE, 16) pygame.display.gl_set_attribute(pygame.GL_ACCUM_BLUE_SIZE, 16) pygame.display.gl_set_attribute(pygame.GL_ACCUM_ALPHA_SIZE, 16) pygame.display.gl_set_attribute(pygame.GL_MULTISAMPLEBUFFERS, 1) pygame.display.gl_set_attribute(pygame.GL_MULTISAMPLESAMPLES, 1) pygame.display.gl_set_attribute(pygame.GL_STEREO, 0) pygame.display.gl_set_attribute(pygame.GL_ACCELERATED_VISUAL, 0) pygame.display.gl_set_attribute(pygame.GL_CONTEXT_MAJOR_VERSION, 1) pygame.display.gl_set_attribute(pygame.GL_CONTEXT_MINOR_VERSION, 1) pygame.display.gl_set_attribute(pygame.GL_CONTEXT_FLAGS, 0) pygame.display.gl_set_attribute(pygame.GL_CONTEXT_PROFILE_MASK, 0) pygame.display.gl_set_attribute(pygame.GL_SHARE_WITH_CURRENT_CONTEXT, 0) pygame.display.gl_set_attribute(pygame.GL_FRAMEBUFFER_SRGB_CAPABLE, 0) # We create a list where we store the values that we set each flag to set_values = [8, 24, 8, 16, 16, 16, 16, 1, 1, 0, 0, 1, 1, 0, 0, 0, 1, 0] # We create a list where we store the values after getting them get_values = [] get_values.append(pygame.display.gl_get_attribute(pygame.GL_ALPHA_SIZE)) get_values.append(pygame.display.gl_get_attribute(pygame.GL_DEPTH_SIZE)) get_values.append(pygame.display.gl_get_attribute(pygame.GL_STENCIL_SIZE)) get_values.append(pygame.display.gl_get_attribute(pygame.GL_ACCUM_RED_SIZE)) get_values.append(pygame.display.gl_get_attribute(pygame.GL_ACCUM_GREEN_SIZE)) get_values.append(pygame.display.gl_get_attribute(pygame.GL_ACCUM_BLUE_SIZE)) get_values.append(pygame.display.gl_get_attribute(pygame.GL_ACCUM_ALPHA_SIZE)) get_values.append(pygame.display.gl_get_attribute(pygame.GL_MULTISAMPLEBUFFERS)) get_values.append(pygame.display.gl_get_attribute(pygame.GL_MULTISAMPLESAMPLES)) get_values.append(pygame.display.gl_get_attribute(pygame.GL_STEREO)) get_values.append(pygame.display.gl_get_attribute(pygame.GL_ACCELERATED_VISUAL)) get_values.append( pygame.display.gl_get_attribute(pygame.GL_CONTEXT_MAJOR_VERSION) ) get_values.append( pygame.display.gl_get_attribute(pygame.GL_CONTEXT_MINOR_VERSION) ) get_values.append(pygame.display.gl_get_attribute(pygame.GL_CONTEXT_FLAGS)) get_values.append( pygame.display.gl_get_attribute(pygame.GL_CONTEXT_PROFILE_MASK) ) get_values.append( pygame.display.gl_get_attribute(pygame.GL_SHARE_WITH_CURRENT_CONTEXT) ) get_values.append( pygame.display.gl_get_attribute(pygame.GL_FRAMEBUFFER_SRGB_CAPABLE) ) # We check to see if the values that we get correspond to the values that we set # them to or to the original values. for i in range(len(original_values)): self.assertTrue( (get_values[i] == original_values[i]) or (get_values[i] == set_values[i]) ) # test using non-flag argument with self.assertRaises(TypeError): pygame.display.gl_get_attribute("DUMMY") @unittest.skipIf( ( "skipping for all because some failures on rasppi and maybe other platforms" or os.environ.get("SDL_VIDEODRIVER") == "dummy" ), 'OpenGL requires a non-"dummy" SDL_VIDEODRIVER', ) def test_gl_get_attribute_kwargs(self): screen = display.set_mode((0, 0), pygame.OPENGL) # We create a list where we store the original values of the # flags before setting them with a different value. original_values = [] original_values.append( pygame.display.gl_get_attribute(flag=pygame.GL_ALPHA_SIZE) ) original_values.append( pygame.display.gl_get_attribute(flag=pygame.GL_DEPTH_SIZE) ) original_values.append( pygame.display.gl_get_attribute(flag=pygame.GL_STENCIL_SIZE) ) original_values.append( pygame.display.gl_get_attribute(flag=pygame.GL_ACCUM_RED_SIZE) ) original_values.append( pygame.display.gl_get_attribute(flag=pygame.GL_ACCUM_GREEN_SIZE) ) original_values.append( pygame.display.gl_get_attribute(flag=pygame.GL_ACCUM_BLUE_SIZE) ) original_values.append( pygame.display.gl_get_attribute(flag=pygame.GL_ACCUM_ALPHA_SIZE) ) original_values.append( pygame.display.gl_get_attribute(flag=pygame.GL_MULTISAMPLEBUFFERS) ) original_values.append( pygame.display.gl_get_attribute(flag=pygame.GL_MULTISAMPLESAMPLES) ) original_values.append(pygame.display.gl_get_attribute(flag=pygame.GL_STEREO)) original_values.append( pygame.display.gl_get_attribute(flag=pygame.GL_ACCELERATED_VISUAL) ) original_values.append( pygame.display.gl_get_attribute(flag=pygame.GL_CONTEXT_MAJOR_VERSION) ) original_values.append( pygame.display.gl_get_attribute(flag=pygame.GL_CONTEXT_MINOR_VERSION) ) original_values.append( pygame.display.gl_get_attribute(flag=pygame.GL_CONTEXT_FLAGS) ) original_values.append( pygame.display.gl_get_attribute(flag=pygame.GL_CONTEXT_PROFILE_MASK) ) original_values.append( pygame.display.gl_get_attribute(flag=pygame.GL_SHARE_WITH_CURRENT_CONTEXT) ) original_values.append( pygame.display.gl_get_attribute(flag=pygame.GL_FRAMEBUFFER_SRGB_CAPABLE) ) # Setting the flags with values supposedly different from the original values # assign SDL1-supported values with gl_set_attribute pygame.display.gl_set_attribute(flag=pygame.GL_ALPHA_SIZE, value=8) pygame.display.gl_set_attribute(flag=pygame.GL_DEPTH_SIZE, value=24) pygame.display.gl_set_attribute(flag=pygame.GL_STENCIL_SIZE, value=8) pygame.display.gl_set_attribute(flag=pygame.GL_ACCUM_RED_SIZE, value=16) pygame.display.gl_set_attribute(flag=pygame.GL_ACCUM_GREEN_SIZE, value=16) pygame.display.gl_set_attribute(flag=pygame.GL_ACCUM_BLUE_SIZE, value=16) pygame.display.gl_set_attribute(flag=pygame.GL_ACCUM_ALPHA_SIZE, value=16) pygame.display.gl_set_attribute(flag=pygame.GL_MULTISAMPLEBUFFERS, value=1) pygame.display.gl_set_attribute(flag=pygame.GL_MULTISAMPLESAMPLES, value=1) pygame.display.gl_set_attribute(flag=pygame.GL_STEREO, value=0) pygame.display.gl_set_attribute(flag=pygame.GL_ACCELERATED_VISUAL, value=0) pygame.display.gl_set_attribute(flag=pygame.GL_CONTEXT_MAJOR_VERSION, value=1) pygame.display.gl_set_attribute(flag=pygame.GL_CONTEXT_MINOR_VERSION, value=1) pygame.display.gl_set_attribute(flag=pygame.GL_CONTEXT_FLAGS, value=0) pygame.display.gl_set_attribute(flag=pygame.GL_CONTEXT_PROFILE_MASK, value=0) pygame.display.gl_set_attribute( flag=pygame.GL_SHARE_WITH_CURRENT_CONTEXT, value=0 ) pygame.display.gl_set_attribute( flag=pygame.GL_FRAMEBUFFER_SRGB_CAPABLE, value=0 ) # We create a list where we store the values that we set each flag to set_values = [8, 24, 8, 16, 16, 16, 16, 1, 1, 0, 0, 1, 1, 0, 0, 0, 1, 0] # We create a list where we store the values after getting them get_values = [] get_values.append(pygame.display.gl_get_attribute(flag=pygame.GL_ALPHA_SIZE)) get_values.append(pygame.display.gl_get_attribute(flag=pygame.GL_DEPTH_SIZE)) get_values.append(pygame.display.gl_get_attribute(flag=pygame.GL_STENCIL_SIZE)) get_values.append( pygame.display.gl_get_attribute(flag=pygame.GL_ACCUM_RED_SIZE) ) get_values.append( pygame.display.gl_get_attribute(flag=pygame.GL_ACCUM_GREEN_SIZE) ) get_values.append( pygame.display.gl_get_attribute(flag=pygame.GL_ACCUM_BLUE_SIZE) ) get_values.append( pygame.display.gl_get_attribute(flag=pygame.GL_ACCUM_ALPHA_SIZE) ) get_values.append( pygame.display.gl_get_attribute(flag=pygame.GL_MULTISAMPLEBUFFERS) ) get_values.append( pygame.display.gl_get_attribute(flag=pygame.GL_MULTISAMPLESAMPLES) ) get_values.append(pygame.display.gl_get_attribute(flag=pygame.GL_STEREO)) get_values.append( pygame.display.gl_get_attribute(flag=pygame.GL_ACCELERATED_VISUAL) ) get_values.append( pygame.display.gl_get_attribute(flag=pygame.GL_CONTEXT_MAJOR_VERSION) ) get_values.append( pygame.display.gl_get_attribute(flag=pygame.GL_CONTEXT_MINOR_VERSION) ) get_values.append(pygame.display.gl_get_attribute(flag=pygame.GL_CONTEXT_FLAGS)) get_values.append( pygame.display.gl_get_attribute(flag=pygame.GL_CONTEXT_PROFILE_MASK) ) get_values.append( pygame.display.gl_get_attribute(flag=pygame.GL_SHARE_WITH_CURRENT_CONTEXT) ) get_values.append( pygame.display.gl_get_attribute(flag=pygame.GL_FRAMEBUFFER_SRGB_CAPABLE) ) # We check to see if the values that we get correspond to the values that we set # them to or to the original values. for i in range(len(original_values)): self.assertTrue( (get_values[i] == original_values[i]) or (get_values[i] == set_values[i]) ) # test using non-flag argument with self.assertRaises(TypeError): pygame.display.gl_get_attribute("DUMMY") @unittest.skipIf( ( "skipping for all because some failures on rasppi and maybe other platforms" or os.environ.get("SDL_VIDEODRIVER") == "dummy" ), 'OpenGL requires a non-"dummy" SDL_VIDEODRIVER', ) def 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 screen = display.set_mode((0, 0), pygame.OPENGL) # We create a list where we store the values that we set each flag to set_values = [8, 24, 8, 16, 16, 16, 16, 1, 1, 0] # Setting the flags with values supposedly different from the original values # assign SDL1-supported values with gl_set_attribute pygame.display.gl_set_attribute(pygame.GL_ALPHA_SIZE, set_values[0]) pygame.display.gl_set_attribute(pygame.GL_DEPTH_SIZE, set_values[1]) pygame.display.gl_set_attribute(pygame.GL_STENCIL_SIZE, set_values[2]) pygame.display.gl_set_attribute(pygame.GL_ACCUM_RED_SIZE, set_values[3]) pygame.display.gl_set_attribute(pygame.GL_ACCUM_GREEN_SIZE, set_values[4]) pygame.display.gl_set_attribute(pygame.GL_ACCUM_BLUE_SIZE, set_values[5]) pygame.display.gl_set_attribute(pygame.GL_ACCUM_ALPHA_SIZE, set_values[6]) pygame.display.gl_set_attribute(pygame.GL_MULTISAMPLEBUFFERS, set_values[7]) pygame.display.gl_set_attribute(pygame.GL_MULTISAMPLESAMPLES, set_values[8]) pygame.display.gl_set_attribute(pygame.GL_STEREO, set_values[9]) # We create a list where we store the values after getting them get_values = [] get_values.append(pygame.display.gl_get_attribute(pygame.GL_ALPHA_SIZE)) get_values.append(pygame.display.gl_get_attribute(pygame.GL_DEPTH_SIZE)) get_values.append(pygame.display.gl_get_attribute(pygame.GL_STENCIL_SIZE)) get_values.append(pygame.display.gl_get_attribute(pygame.GL_ACCUM_RED_SIZE)) get_values.append(pygame.display.gl_get_attribute(pygame.GL_ACCUM_GREEN_SIZE)) get_values.append(pygame.display.gl_get_attribute(pygame.GL_ACCUM_BLUE_SIZE)) get_values.append(pygame.display.gl_get_attribute(pygame.GL_ACCUM_ALPHA_SIZE)) get_values.append(pygame.display.gl_get_attribute(pygame.GL_MULTISAMPLEBUFFERS)) get_values.append(pygame.display.gl_get_attribute(pygame.GL_MULTISAMPLESAMPLES)) get_values.append(pygame.display.gl_get_attribute(pygame.GL_STEREO)) # We check to see if the values that we get correspond to the values that we set # them to or to the original values. for i in range(len(set_values)): self.assertTrue(get_values[i] == set_values[i]) # test using non-flag argument with self.assertRaises(TypeError): pygame.display.gl_get_attribute("DUMMY") @unittest.skipIf( ( "skipping for all because some failures on rasppi and maybe other platforms" or os.environ.get("SDL_VIDEODRIVER") == "dummy" ), 'OpenGL requires a non-"dummy" SDL_VIDEODRIVER', ) def test_gl_set_attribute_kwargs(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 screen = display.set_mode((0, 0), pygame.OPENGL) # We create a list where we store the values that we set each flag to set_values = [8, 24, 8, 16, 16, 16, 16, 1, 1, 0] # Setting the flags with values supposedly different from the original values # assign SDL1-supported values with gl_set_attribute pygame.display.gl_set_attribute(flag=pygame.GL_ALPHA_SIZE, value=set_values[0]) pygame.display.gl_set_attribute(flag=pygame.GL_DEPTH_SIZE, value=set_values[1]) pygame.display.gl_set_attribute( flag=pygame.GL_STENCIL_SIZE, value=set_values[2] ) pygame.display.gl_set_attribute( flag=pygame.GL_ACCUM_RED_SIZE, value=set_values[3] ) pygame.display.gl_set_attribute( flag=pygame.GL_ACCUM_GREEN_SIZE, value=set_values[4] ) pygame.display.gl_set_attribute( flag=pygame.GL_ACCUM_BLUE_SIZE, value=set_values[5] ) pygame.display.gl_set_attribute( flag=pygame.GL_ACCUM_ALPHA_SIZE, value=set_values[6] ) pygame.display.gl_set_attribute( flag=pygame.GL_MULTISAMPLEBUFFERS, value=set_values[7] ) pygame.display.gl_set_attribute( flag=pygame.GL_MULTISAMPLESAMPLES, value=set_values[8] ) pygame.display.gl_set_attribute(flag=pygame.GL_STEREO, value=set_values[9]) # We create a list where we store the values after getting them get_values = [] get_values.append(pygame.display.gl_get_attribute(flag=pygame.GL_ALPHA_SIZE)) get_values.append(pygame.display.gl_get_attribute(flag=pygame.GL_DEPTH_SIZE)) get_values.append(pygame.display.gl_get_attribute(flag=pygame.GL_STENCIL_SIZE)) get_values.append( pygame.display.gl_get_attribute(flag=pygame.GL_ACCUM_RED_SIZE) ) get_values.append( pygame.display.gl_get_attribute(flag=pygame.GL_ACCUM_GREEN_SIZE) ) get_values.append( pygame.display.gl_get_attribute(flag=pygame.GL_ACCUM_BLUE_SIZE) ) get_values.append( pygame.display.gl_get_attribute(flag=pygame.GL_ACCUM_ALPHA_SIZE) ) get_values.append( pygame.display.gl_get_attribute(flag=pygame.GL_MULTISAMPLEBUFFERS) ) get_values.append( pygame.display.gl_get_attribute(flag=pygame.GL_MULTISAMPLESAMPLES) ) get_values.append(pygame.display.gl_get_attribute(flag=pygame.GL_STEREO)) # We check to see if the values that we get correspond to the values that we set # them to or to the original values. for i in range(len(set_values)): self.assertTrue(get_values[i] == set_values[i]) # test using non-flag argument with self.assertRaises(TypeError): pygame.display.gl_get_attribute("DUMMY") @unittest.skipIf( os.environ.get("SDL_VIDEODRIVER") in ["dummy", "android"], "iconify is only supported on some video drivers/platforms", ) def test_iconify(self): pygame.display.set_mode((640, 480)) self.assertEqual(pygame.display.get_active(), True) success = pygame.display.iconify() if success: active_event = window_minimized_event = False # make sure we cycle the event loop enough to get the display # hidden. Test that both ACTIVEEVENT and WINDOWMINIMISED event appears for _ in range(50): time.sleep(0.01) for event in pygame.event.get(): if event.type == pygame.ACTIVEEVENT: if not event.gain and event.state == pygame.APPACTIVE: active_event = True if event.type == pygame.WINDOWMINIMIZED: window_minimized_event = True self.assertTrue(window_minimized_event) self.assertTrue(active_event) self.assertFalse(pygame.display.get_active()) else: self.fail("Iconify not supported on this platform, please skip") def test_init(self): """Ensures the module is initialized after init called.""" # display.init() already called in setUp(), so quit and re-init display.quit() display.init() self.assertTrue(display.get_init()) def test_init__multiple(self): """Ensures the module is initialized after multiple init calls.""" display.init() display.init() self.assertTrue(display.get_init()) 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) self.assertEqual(len(modes), len(set(modes))) 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_mode_ok_scaled(self): modes = pygame.display.list_modes() if modes != -1: size = modes[0] self.assertNotEqual(pygame.display.mode_ok(size, flags=pygame.SCALED), 0) def test_get_num_displays(self): self.assertGreater(pygame.display.get_num_displays(), 0) def test_quit(self): """Ensures the module is not initialized after quit called.""" display.quit() self.assertFalse(display.get_init()) def test_quit__multiple(self): """Ensures the module is not initialized after multiple quit calls.""" display.quit() display.quit() self.assertFalse(display.get_init()) @unittest.skipIf( os.environ.get("SDL_VIDEODRIVER") == "dummy", "Needs a not dummy videodriver" ) def test_set_gamma(self): pygame.display.set_mode((1, 1)) gammas = [0.25, 0.5, 0.88, 1.0] for gamma in gammas: with self.subTest(gamma=gamma): with self.assertWarns(DeprecationWarning): self.assertEqual(pygame.display.set_gamma(gamma), True) self.assertEqual(pygame.display.set_gamma(gamma), True) @unittest.skipIf( os.environ.get("SDL_VIDEODRIVER") == "dummy", "Needs a not dummy videodriver" ) def test_set_gamma__tuple(self): pygame.display.set_mode((1, 1)) gammas = [(0.5, 0.5, 0.5), (1.0, 1.0, 1.0), (0.25, 0.33, 0.44)] for r, g, b in gammas: with self.subTest(r=r, g=g, b=b): self.assertEqual(pygame.display.set_gamma(r, g, b), True) @unittest.skipIf( not hasattr(pygame.display, "set_gamma_ramp"), "Not all systems and hardware support gamma ramps", ) def 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. # pygame.display.set_mode((5, 5)) r = list(range(256)) g = [number + 256 for number in r] b = [number + 256 for number in g] with self.assertWarns(DeprecationWarning): isSupported = pygame.display.set_gamma_ramp(r, g, b) if isSupported: self.assertTrue(pygame.display.set_gamma_ramp(r, g, b)) else: self.assertFalse(pygame.display.set_gamma_ramp(r, g, b)) def test_set_mode_kwargs(self): pygame.display.set_mode(size=(1, 1), flags=0, depth=0, display=0) def test_set_mode_scaled(self): surf = pygame.display.set_mode( size=(1, 1), flags=pygame.SCALED, depth=0, display=0 ) winsize = pygame.display.get_window_size() self.assertEqual( winsize[0] % surf.get_size()[0], 0, "window width should be a multiple of the surface width", ) self.assertEqual( winsize[1] % surf.get_size()[1], 0, "window height should be a multiple of the surface height", ) self.assertEqual( winsize[0] / surf.get_size()[0], winsize[1] / surf.get_size()[1] ) def test_set_mode_vector2(self): pygame.display.set_mode(pygame.Vector2(1, 1)) def test_set_mode_unscaled(self): """Ensures a window created with SCALED can become smaller.""" # see https://github.com/pygame/pygame/issues/2327 screen = pygame.display.set_mode((300, 300), pygame.SCALED) self.assertEqual(screen.get_size(), (300, 300)) screen = pygame.display.set_mode((200, 200)) self.assertEqual(screen.get_size(), (200, 200)) def test_screensaver_support(self): pygame.display.set_allow_screensaver(True) self.assertTrue(pygame.display.get_allow_screensaver()) pygame.display.set_allow_screensaver(False) self.assertFalse(pygame.display.get_allow_screensaver()) pygame.display.set_allow_screensaver() self.assertTrue(pygame.display.get_allow_screensaver()) # the following test fails always with SDL2 @unittest.skipIf(True, "set_palette() not supported in SDL2") def test_set_palette(self): with self.assertRaises(pygame.error): palette = [1, 2, 3] pygame.display.set_palette(palette) pygame.display.set_mode((1024, 768), 0, 8) palette = [] self.assertIsNone(pygame.display.set_palette(palette)) with self.assertRaises(ValueError): palette = 12 pygame.display.set_palette(palette) with self.assertRaises(TypeError): palette = [[1, 2], [1, 2]] pygame.display.set_palette(palette) with self.assertRaises(TypeError): palette = [[0, 0, 0, 0, 0]] + [[x, x, x, x, x] for x in range(1, 255)] pygame.display.set_palette(palette) with self.assertRaises(TypeError): palette = "qwerty" pygame.display.set_palette(palette) with self.assertRaises(TypeError): palette = [[123, 123, 123] * 10000] pygame.display.set_palette(palette) with self.assertRaises(TypeError): palette = [1, 2, 3] pygame.display.set_palette(palette) skip_list = ["dummy", "android"] @unittest.skipIf(True, "set_palette() not supported in SDL2") def test_set_palette_kwargs(self): with self.assertRaises(pygame.error): palette = [1, 2, 3] pygame.display.set_palette(palette=palette) pygame.display.set_mode((1024, 768), 0, 8) palette = [] self.assertIsNone(pygame.display.set_palette(palette=palette)) with self.assertRaises(ValueError): palette = 12 pygame.display.set_palette(palette=palette) with self.assertRaises(TypeError): palette = [[1, 2], [1, 2]] pygame.display.set_palette(palette=palette) with self.assertRaises(TypeError): palette = [[0, 0, 0, 0, 0]] + [[x, x, x, x, x] for x in range(1, 255)] pygame.display.set_palette(palette=palette) with self.assertRaises(TypeError): palette = "qwerty" pygame.display.set_palette(palette=palette) with self.assertRaises(TypeError): palette = [[123, 123, 123] * 10000] pygame.display.set_palette(palette=palette) with self.assertRaises(TypeError): palette = [1, 2, 3] pygame.display.set_palette(palette=palette) skip_list = ["dummy", "android"] @unittest.skipIf( os.environ.get("SDL_VIDEODRIVER") in skip_list, "requires the SDL_VIDEODRIVER to be non dummy", ) def test_toggle_fullscreen(self): """Test for toggle fullscreen""" # try to toggle fullscreen with no active display # this should result in an error pygame.display.quit() with self.assertRaises(pygame.error): pygame.display.toggle_fullscreen() pygame.display.init() width_height = (640, 480) test_surf = pygame.display.set_mode(width_height) # try to toggle fullscreen try: pygame.display.toggle_fullscreen() except pygame.error: self.fail() else: # if toggle success, the width/height should be a # value found in list_modes if pygame.display.toggle_fullscreen() == 1: boolean = ( test_surf.get_width(), test_surf.get_height(), ) in pygame.display.list_modes( depth=0, flags=pygame.FULLSCREEN, display=0 ) self.assertEqual(boolean, True) # if not original width/height should be preserved else: self.assertEqual( (test_surf.get_width(), test_surf.get_height()), width_height ) class DisplayUpdateTest(unittest.TestCase): def question(self, qstr): """this is used in the interactive subclass.""" def setUp(self): display.init() self.screen = pygame.display.set_mode((500, 500)) self.screen.fill("black") pygame.display.flip() pygame.event.pump() # so mac updates def tearDown(self): display.quit() def test_update_negative(self): """takes rects with negative values.""" self.screen.fill("green") 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) self.question("Is the screen green in (0, 0, 100, 100)?") def test_update_sequence(self): """only updates the part of the display given by the rects.""" self.screen.fill("green") rects = [ pygame.Rect(0, 0, 100, 100), pygame.Rect(100, 0, 100, 100), pygame.Rect(200, 0, 100, 100), pygame.Rect(300, 300, 100, 100), ] pygame.display.update(rects) pygame.event.pump() # so mac updates self.question(f"Is the screen green in {rects}?") def test_update_none_skipped(self): """None is skipped inside sequences.""" self.screen.fill("green") rects = ( None, pygame.Rect(100, 0, 100, 100), None, pygame.Rect(200, 0, 100, 100), pygame.Rect(300, 300, 100, 100), ) pygame.display.update(rects) pygame.event.pump() # so mac updates self.question(f"Is the screen green in {rects}?") def test_update_none(self): """does NOT update the display.""" self.screen.fill("green") pygame.display.update(None) pygame.event.pump() # so mac updates self.question(f"Is the screen black and NOT green?") def test_update_no_args(self): """does NOT update the display.""" self.screen.fill("green") pygame.display.update() pygame.event.pump() # so mac updates self.question(f"Is the WHOLE screen green?") def test_update_args(self): """updates the display using the args as a rect.""" self.screen.fill("green") pygame.display.update(100, 100, 100, 100) pygame.event.pump() # so mac updates self.question("Is the screen green in (100, 100, 100, 100)?") def test_update_incorrect_args(self): """raises a ValueError when inputs are wrong.""" with self.assertRaises(ValueError): pygame.display.update(100, "asdf", 100, 100) with self.assertRaises(ValueError): pygame.display.update([100, "asdf", 100, 100]) def test_update_no_init(self): """raises a pygame.error.""" pygame.display.quit() with self.assertRaises(pygame.error): pygame.display.update() class DisplayUpdateInteractiveTest(DisplayUpdateTest): """Because we want these tests to run as interactive and not interactive.""" __tags__ = ["interactive"] def question(self, qstr): """since this is the interactive sublcass we ask a question.""" question(qstr) class DisplayInteractiveTest(unittest.TestCase): __tags__ = ["interactive"] def test_set_icon_interactive(self): os.environ["SDL_VIDEO_WINDOW_POS"] = "100,250" pygame.display.quit() pygame.display.init() test_icon = pygame.Surface((32, 32)) test_icon.fill((255, 0, 0)) pygame.display.set_icon(test_icon) screen = pygame.display.set_mode((400, 100)) pygame.display.set_caption("Is the window icon a red square?") response = question("Is the display icon red square?") self.assertTrue(response) pygame.display.quit() def test_set_gamma_ramp(self): os.environ["SDL_VIDEO_WINDOW_POS"] = "100,250" pygame.display.quit() pygame.display.init() screen = pygame.display.set_mode((400, 100)) screen.fill((100, 100, 100)) blue_ramp = [x * 256 for x in range(0, 256)] blue_ramp[100] = 150 * 256 # Can't tint too far or gamma ramps fail normal_ramp = [x * 256 for x in range(0, 256)] # test to see if this platform supports gamma ramps gamma_success = False if pygame.display.set_gamma_ramp(normal_ramp, normal_ramp, blue_ramp): pygame.display.update() gamma_success = True if gamma_success: response = question("Is the window background tinted blue?") self.assertTrue(response) # restore normal ramp pygame.display.set_gamma_ramp(normal_ramp, normal_ramp, normal_ramp) pygame.display.quit() class FullscreenToggleTests(unittest.TestCase): __tags__ = ["interactive"] screen = None font = None isfullscreen = False WIDTH = 800 HEIGHT = 600 def setUp(self): pygame.init() if sys.platform == "win32": # known issue with windows, must have mode from pygame.display.list_modes() # or window created with flag pygame.SCALED self.screen = pygame.display.set_mode( (self.WIDTH, self.HEIGHT), flags=pygame.SCALED ) else: self.screen = pygame.display.set_mode((self.WIDTH, self.HEIGHT)) pygame.display.set_caption("Fullscreen Tests") self.screen.fill((255, 255, 255)) pygame.display.flip() self.font = pygame.font.Font(None, 32) def tearDown(self): if self.isfullscreen: pygame.display.toggle_fullscreen() pygame.quit() def visual_test(self, fullscreen=False): text = "" if fullscreen: if not self.isfullscreen: pygame.display.toggle_fullscreen() self.isfullscreen = True text = "Is this in fullscreen? [y/n]" else: if self.isfullscreen: pygame.display.toggle_fullscreen() self.isfullscreen = False text = "Is this not in fullscreen [y/n]" s = self.font.render(text, False, (0, 0, 0)) self.screen.blit(s, (self.WIDTH / 2 - self.font.size(text)[0] / 2, 100)) pygame.display.flip() while True: for event in pygame.event.get(): if event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: return False if event.key == pygame.K_y: return True if event.key == pygame.K_n: return False if event.type == pygame.QUIT: return False def test_fullscreen_true(self): self.assertTrue(self.visual_test(fullscreen=True)) def test_fullscreen_false(self): self.assertTrue(self.visual_test(fullscreen=False)) @unittest.skipIf( os.environ.get("SDL_VIDEODRIVER") == "dummy", 'OpenGL requires a non-"dummy" SDL_VIDEODRIVER', ) class DisplayOpenGLTest(unittest.TestCase): def test_screen_size_opengl(self): """returns a surface with the same size requested. |tags:display,slow,opengl| """ pygame.display.init() screen = pygame.display.set_mode((640, 480), pygame.OPENGL) self.assertEqual((640, 480), screen.get_size()) class X11CrashTest(unittest.TestCase): def test_x11_set_mode_crash_gh1654(self): # Test for https://github.com/pygame/pygame/issues/1654 # If unfixed, this will trip a segmentation fault pygame.display.init() pygame.display.quit() screen = pygame.display.set_mode((640, 480), 0) self.assertEqual((640, 480), screen.get_size()) if __name__ == "__main__": unittest.main()