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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("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("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 subclass 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()
|