Rebrand to Galaxy, major improvements to Bedrock support, still needs some TLC though
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use pathfinder_geometry::vector::vec2f;
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use crate::rendering;
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use super::*;
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#[test]
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fn test_hit_rect_recording() {
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let mut scene = Scene::new(1., rendering::Config::default());
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assert_eq!(ZIndex::new(0), scene.z_index());
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scene.draw_rect_with_hit_recording(RectF::new(vec2f(0., 0.), vec2f(100., 100.)));
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assert_eq!(ZIndex::new(0), scene.z_index());
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assert!(!scene.is_covered(Point::new(10., 10., ZIndex::new(0))));
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scene.start_layer(ClipBounds::ActiveLayer);
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scene.draw_rect_with_hit_recording(RectF::new(vec2f(50., 50.), vec2f(100., 100.)));
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assert_eq!(ZIndex::new(1), scene.z_index());
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assert!(!scene.is_covered(Point::new(10., 10., ZIndex::new(0))));
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assert!(scene.is_covered(Point::new(60., 60., ZIndex::new(0))));
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scene.start_layer(ClipBounds::ActiveLayer);
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scene.draw_rect_with_hit_recording(RectF::new(vec2f(0., 0.), vec2f(100., 100.)));
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assert_eq!(ZIndex::new(2), scene.z_index());
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assert!(scene.is_covered(Point::new(10., 10., ZIndex::new(0))));
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assert!(scene.is_covered(Point::new(60., 60., ZIndex::new(1))));
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}
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#[test]
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fn test_nested_clip_bounds_with_intersection() {
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let mut scene = Scene::new(1., rendering::Config::default());
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let bounds1 = RectF::new(Vector2F::zero(), Vector2F::new(10., 10.));
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scene.start_layer(ClipBounds::BoundedBy(bounds1));
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let bounds2 = RectF::new(Vector2F::new(5., 5.), Vector2F::new(10., 10.));
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scene.start_layer(ClipBounds::BoundedByActiveLayerAnd(bounds2));
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assert_eq!(
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scene.active_layer().clip_bounds,
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Some(RectF::new(Vector2F::new(5., 5.), Vector2F::new(5., 5.)))
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);
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}
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#[test]
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fn test_nested_clip_bounds_with_no_intersection() {
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let mut scene = Scene::new(1., rendering::Config::default());
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let bounds1 = RectF::new(Vector2F::zero(), Vector2F::new(10., 10.));
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scene.start_layer(ClipBounds::BoundedBy(bounds1));
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let bounds2 = RectF::new(Vector2F::new(100., 100.), Vector2F::new(10., 10.));
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scene.start_layer(ClipBounds::BoundedByActiveLayerAnd(bounds2));
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// We should have explicit bounds for this layer. (None represents a lack
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// of clipping, not clipping they layer down to nothingness.)
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assert!(scene.active_layer().clip_bounds.is_some());
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// The clip bounds should have an area of zero.
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assert!(scene.active_layer().clip_bounds.unwrap().is_empty());
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}
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#[test]
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fn test_click_through_layer_does_not_cover_lower_layers() {
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let mut scene = Scene::new(1., rendering::Config::default());
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scene.start_layer(ClipBounds::ActiveLayer);
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scene.set_active_layer_click_through();
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scene.draw_rect_with_hit_recording(RectF::new(vec2f(0., 0.), vec2f(100., 100.)));
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assert!(!scene.is_covered(Point::new(10., 10., ZIndex::new(0))));
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}
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