use super::super::*;
use super::make_global_arrangement;
use bevy_ecs::world::World;
#[test]
fn test_hit_test_alpha_mask_constructor() {
let hit_test = HitTest::alpha_mask();
assert_eq!(hit_test.mode, HitTestMode::AlphaMask);
}
#[test]
fn test_hit_test_alpha_mask_fallback_no_bitmap_source() {
let mut world = World::new();
let entity = world
.spawn((
make_global_arrangement(0.0, 0.0, 100.0, 100.0),
HitTest::alpha_mask(),
))
.id();
let point = PhysicalPoint::new(50.0, 50.0);
assert!(hit_test_entity(&world, entity, point));
}
#[test]
fn test_hit_test_alpha_mask_fallback_no_mask() {
let mut world = World::new();
let entity = world
.spawn((
make_global_arrangement(0.0, 0.0, 100.0, 100.0),
HitTest::alpha_mask(),
))
.id();
let point = PhysicalPoint::new(50.0, 50.0);
assert!(hit_test_entity(&world, entity, point));
}
#[test]
fn test_hit_test_alpha_mask_outside_bounds() {
let mut world = World::new();
let entity = world
.spawn((
make_global_arrangement(0.0, 0.0, 100.0, 100.0),
HitTest::alpha_mask(),
))
.id();
let point = PhysicalPoint::new(200.0, 200.0);
assert!(!hit_test_entity(&world, entity, point));
}
#[test]
fn test_hit_test_named_regions_constructor() {
let hit_test = HitTest::named_regions();
assert_eq!(hit_test.mode, HitTestMode::NamedRegions);
}