FTXUI/src/ftxui/dom/separator_test.cpp

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2022-08-07 20:44:33 +08:00
#include <gtest/gtest.h>
#include <string> // for allocator, string
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#include "ftxui/dom/elements.hpp" // for text, vbox, separator, separatorDouble, separatorEmpty, separatorHeavy, separatorLight, separatorStyled, DOUBLE
#include "ftxui/dom/node.hpp" // for Render
#include "ftxui/screen/screen.hpp" // for Screen, Pixel
namespace ftxui {
TEST(SeparatorTest, Default) {
auto element = vbox({
text("top"),
separator(),
text("down"),
});
Screen screen(4, 3);
Render(screen, element);
EXPECT_EQ(screen.ToString(),
"top \r\n"
"────\r\n"
"down");
}
TEST(SeparatorTest, Light) {
auto element = vbox({
text("top"),
separatorLight(),
text("down"),
});
Screen screen(4, 3);
Render(screen, element);
EXPECT_EQ(screen.ToString(),
"top \r\n"
"────\r\n"
"down");
}
TEST(SeparatorTest, Double) {
auto element = vbox({
text("top"),
separatorDouble(),
text("down"),
});
Screen screen(4, 3);
Render(screen, element);
EXPECT_EQ(screen.ToString(),
"top \r\n"
"════\r\n"
"down");
}
TEST(SeparatorTest, Heavy) {
auto element = vbox({
text("top"),
separatorHeavy(),
text("down"),
});
Screen screen(4, 3);
Render(screen, element);
EXPECT_EQ(screen.ToString(),
"top \r\n"
"━━━━\r\n"
"down");
}
TEST(SeparatorTest, Empty) {
auto element = vbox({
text("top"),
separatorEmpty(),
text("down"),
});
Screen screen(4, 3);
Render(screen, element);
EXPECT_EQ(screen.ToString(),
"top \r\n"
" \r\n"
"down");
}
TEST(SeparatorTest, Styled) {
auto element = vbox({
text("top"),
separatorStyled(DOUBLE),
text("down"),
});
Screen screen(4, 3);
Render(screen, element);
EXPECT_EQ(screen.ToString(),
"top \r\n"
"════\r\n"
"down");
}
TEST(SeparatorTest, WithPixel) {
Pixel pixel;
pixel.character = "o";
auto element = vbox({
text("top"),
separator(pixel),
text("down"),
});
Screen screen(4, 3);
Render(screen, element);
EXPECT_EQ(screen.ToString(),
"top \r\n"
"oooo\r\n"
"down");
}
} // namespace ftxui
// Copyright 2022 Arthur Sonzogni. All rights reserved.
// Use of this source code is governed by the MIT license that can be found in
// the LICENSE file.