/* * Copyright (c) 2023, Jelle Raaijmakers * * SPDX-License-Identifier: BSD-2-Clause */ #include #include TEST_CASE(int_rect_right_and_bottom) { Gfx::IntRect rect = { 2, 3, 4, 5 }; EXPECT_EQ(rect.right(), 6); EXPECT_EQ(rect.bottom(), 8); } TEST_CASE(float_rect_right_and_bottom) { Gfx::FloatRect rect = { 1.f, 2.f, 3.5f, 4.5f }; EXPECT_APPROXIMATE(rect.right(), 4.5f); EXPECT_APPROXIMATE(rect.bottom(), 6.5f); } TEST_CASE(rect_contains_vertically) { Gfx::FloatRect rect = { 0.f, 0.f, 100.f, 100.f }; EXPECT(rect.contains_vertically(99.f)); EXPECT(!rect.contains_vertically(100.f)); } TEST_CASE(rect_shatter) { Gfx::IntRect glass_plate = { 0, 0, 100, 100 }; Gfx::IntRect hammer = { 30, 40, 40, 10 }; auto shards = glass_plate.shatter(hammer); EXPECT(!shards.is_empty()); int total_shard_area = 0; for (auto shard : shards) { EXPECT(glass_plate.contains(shard)); EXPECT(!hammer.intersects(shard)); total_shard_area += shard.size().area(); } EXPECT_EQ(glass_plate.size().area() - hammer.size().area(), total_shard_area); }