c0bd9f9fe5
Current strategy: everything from the top Things to look at first are the manual changes: - added tools/rewrite_includes.py - removed -Idirectives from BUILD.gn - various compile.sh simplifications - tweak tools/embed_resources.py - update gn/find_headers.py to write paths from the top - update gn/gn_to_bp.py SkUserConfig.h layout so that #include "include/config/SkUserConfig.h" always gets the header we want. No-Presubmit: true Change-Id: I73a4b181654e0e38d229bc456c0d0854bae3363e Reviewed-on: https://skia-review.googlesource.com/c/skia/+/209706 Commit-Queue: Mike Klein <mtklein@google.com> Reviewed-by: Hal Canary <halcanary@google.com> Reviewed-by: Brian Osman <brianosman@google.com> Reviewed-by: Florin Malita <fmalita@chromium.org>
49 lines
1.5 KiB
C++
49 lines
1.5 KiB
C++
/*
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* Copyright 2012 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "src/pathops/SkPathOpsPoint.h"
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#include "tests/PathOpsTestCommon.h"
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#include "tests/Test.h"
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static const SkDPoint tests[] = {
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{0, 0},
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{1, 0},
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{0, 1},
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{2, 1},
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{1, 2},
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{1, 1},
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{2, 2}
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};
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static const size_t tests_count = SK_ARRAY_COUNT(tests);
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DEF_TEST(PathOpsDPoint, reporter) {
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for (size_t index = 0; index < tests_count; ++index) {
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const SkDPoint& pt = tests[index];
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SkASSERT(ValidPoint(pt));
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SkDPoint p = pt;
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REPORTER_ASSERT(reporter, p == pt);
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REPORTER_ASSERT(reporter, !(pt != pt));
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SkDVector v = p - pt;
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p += v;
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REPORTER_ASSERT(reporter, p == pt);
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p -= v;
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REPORTER_ASSERT(reporter, p == pt);
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REPORTER_ASSERT(reporter, p.approximatelyEqual(pt));
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SkPoint sPt = pt.asSkPoint();
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p.set(sPt);
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REPORTER_ASSERT(reporter, p == pt);
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REPORTER_ASSERT(reporter, p.approximatelyEqual(sPt));
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REPORTER_ASSERT(reporter, p.roughlyEqual(pt));
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p.fX = p.fY = 0;
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REPORTER_ASSERT(reporter, p.fX == 0 && p.fY == 0);
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REPORTER_ASSERT(reporter, p.approximatelyZero());
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REPORTER_ASSERT(reporter, pt.distanceSquared(p) == pt.fX * pt.fX + pt.fY * pt.fY);
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REPORTER_ASSERT(reporter, approximately_equal(pt.distance(p),
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sqrt(pt.fX * pt.fX + pt.fY * pt.fY)));
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}
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}
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