/* * This source file is part of RmlUi, the HTML/CSS Interface Middleware * * For the latest information, see http://github.com/mikke89/RmlUi * * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd * Copyright (c) 2019 The RmlUi Team, and contributors * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. * */ #include "../Common/TestsInterface.h" #include "../Common/TestsShell.h" #include #include #include #include #include #include using namespace Rml; static const String document_textures_rml = R"( Test
)"; static inline StringList GetSortedTextureSourceList() { StringList list = Rml::GetTextureSourceList(); std::sort(list.begin(), list.end()); return list; } TEST_CASE("core.texture_source_list") { Context* context = TestsShell::GetContext(); REQUIRE(context); REQUIRE(GetSortedTextureSourceList().size() == 0); // We should be able to detect all sources even though they are hidden. const StringList list_expected = { "assets/high_scores_alien_1.tga", "assets/high_scores_alien_2.tga", "assets/high_scores_alien_3.tga", "assets/high_scores_defender.tga", }; ElementDocument* document = context->LoadDocumentFromMemory(document_textures_rml); REQUIRE(document); CHECK(GetSortedTextureSourceList() == list_expected); document->Show(); CHECK(GetSortedTextureSourceList() == list_expected); context->Update(); CHECK(GetSortedTextureSourceList() == list_expected); context->Render(); CHECK(GetSortedTextureSourceList() == list_expected); TestsShell::RenderLoop(); document->Close(); TestsShell::ShutdownShell(); } TEST_CASE("core.release_textures") { TestsRenderInterface* render_interface = TestsShell::GetTestsRenderInterface(); // This test only works with the dummy renderer. if (!render_interface) return; render_interface->ResetCounters(); const auto& counters = render_interface->GetCounters(); Context* context = TestsShell::GetContext(); REQUIRE(context); ElementDocument* document = context->LoadDocument("assets/demo.rml"); document->Show(); TestsShell::RenderLoop(); Element* element = document->GetElementById("content"); SUBCASE("ReleaseTextures") { // Release all textures and verify that the render interface received the release call. Rml::ReleaseTextures(); CHECK(counters.generate_texture + counters.load_texture == counters.release_texture); // By doing a new context Update+Render the textures should be loaded again. TestsShell::RenderLoop(); CHECK(counters.generate_texture + counters.load_texture > counters.release_texture); } SUBCASE("FontGlyphCache") { const auto counter_generate_before = counters.generate_texture; const auto counter_release_before = counters.release_texture; // Verify that ASCII characters are cached during the first use of the font. Then the font texture should not be regenerated when adding ASCII // characters not previously shown. element->SetInnerRML("Abc!%&()"); TestsShell::RenderLoop(); CHECK(counters.generate_texture == counter_generate_before); // However, when we display a non-ASCII character not part of the initial cache, the font texture needs to be regenerated. element->SetInnerRML(reinterpret_cast(u8"π")); TestsShell::RenderLoop(); CHECK(counters.generate_texture == counter_generate_before + 1); CHECK(counters.release_texture == counter_release_before + 1); } document->Close(); TestsShell::ShutdownShell(); // Finally, verify that all generated and loaded textures are released during shutdown. CHECK(counters.generate_texture + counters.load_texture == counters.release_texture); }