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#include <iostream>
#include <mbgl/test/util.hpp>
#include <mbgl/renderer/property_evaluator.hpp>
#include <mbgl/renderer/property_evaluation_parameters.hpp>
#include <mbgl/style/expression/dsl.hpp>
using namespace mbgl;
using namespace mbgl::style;
using namespace mbgl::style::expression::dsl;
float evaluate(PropertyValue<float> value, float zoom) {
return value.evaluate(PropertyEvaluator<float>(PropertyEvaluationParameters(zoom), 0));
}
TEST(CameraFunction, Constant) {
EXPECT_EQ(2.0f, evaluate(PropertyValue<float>(2.0), 0));
EXPECT_EQ(3.8f, evaluate(PropertyValue<float>(3.8), 0));
EXPECT_EQ(22.0f, evaluate(PropertyValue<float>(22.0), 0));
EXPECT_EQ(2.0f, evaluate(PropertyValue<float>(2.0), 4));
EXPECT_EQ(3.8f, evaluate(PropertyValue<float>(3.8), 4));
EXPECT_EQ(22.0f, evaluate(PropertyValue<float>(22.0), 4));
EXPECT_EQ(2.0f, evaluate(PropertyValue<float>(2.0), 22));
EXPECT_EQ(3.8f, evaluate(PropertyValue<float>(3.8), 22));
EXPECT_EQ(22.0f, evaluate(PropertyValue<float>(22.0), 22));
}
TEST(CameraFunction, Expression) {
CameraFunction<float> function(interpolate(linear(), zoom(), 0.0, literal(0.0), 1.0, literal(1.0)));
EXPECT_EQ(0.0, evaluate(function, 0.0));
EXPECT_EQ(0.5, evaluate(function, 0.5));
}
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