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authorWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-12-07 20:39:19 +0100
committerWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-12-07 20:39:19 +0100
commit666292e33d6997a61d9eaff31e8180a602656474 (patch)
treedfe0f1cca9b3f8cecf0467fc598598caa32027af /src/test/InputTest.cpp
parentfdb4c99e139a264d4e15e6913a3756fc6cccb2f2 (diff)
save
Diffstat (limited to 'src/test/InputTest.cpp')
-rw-r--r--src/test/InputTest.cpp586
1 files changed, 293 insertions, 293 deletions
diff --git a/src/test/InputTest.cpp b/src/test/InputTest.cpp
index a7c0157..0b48d5b 100644
--- a/src/test/InputTest.cpp
+++ b/src/test/InputTest.cpp
@@ -1,293 +1,293 @@
-#include <gtest/gtest.h>
-#define protected public
-#define private public
-#include "api/KeyCodes.h"
-#include "manager/ComponentManager.h"
-#include "manager/EventManager.h"
-#include "manager/Mediator.h"
-#include "system/InputSystem.h"
-#include <SDL2/SDL.h>
-#include <SDL2/SDL_keycode.h>
-#include <crepe/api/Button.h>
-#include <crepe/api/Camera.h>
-#include <crepe/api/GameObject.h>
-#include <crepe/api/Metadata.h>
-#include <crepe/api/Transform.h>
-#include <crepe/api/Vector2.h>
-#include <gmock/gmock.h>
-
-using namespace std;
-using namespace std::chrono_literals;
-using namespace crepe;
-
-class InputTest : public ::testing::Test {
-public:
- Mediator mediator;
- ComponentManager mgr{mediator};
-
- InputSystem input_system{mediator};
-
- EventManager & event_manager = EventManager::get_instance();
- //GameObject camera;
-
-protected:
- void SetUp() override {
- mediator.event_manager = event_manager;
- mediator.component_manager = mgr;
- event_manager.clear();
- }
-
- void simulate_mouse_click(int mouse_x, int mouse_y, Uint8 mouse_button) {
- SDL_Event event;
-
- // Simulate Mouse Button Down event
- SDL_zero(event);
- event.type = SDL_MOUSEBUTTONDOWN;
- event.button.x = mouse_x;
- event.button.y = mouse_y;
- event.button.button = mouse_button;
- SDL_PushEvent(&event);
-
- // Simulate Mouse Button Up event
- SDL_zero(event);
- event.type = SDL_MOUSEBUTTONUP;
- event.button.x = mouse_x;
- event.button.y = mouse_y;
- event.button.button = mouse_button;
- SDL_PushEvent(&event);
- }
-};
-
-TEST_F(InputTest, MouseDown) {
- GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
- auto & camera = obj.add_component<Camera>(
- ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
- camera.active = true;
- bool mouse_triggered = false;
- EventHandler<MousePressEvent> on_mouse_down = [&](const MousePressEvent & event) {
- mouse_triggered = true;
- //middle of the screen = 0,0
- EXPECT_EQ(event.mouse_x, 0);
- EXPECT_EQ(event.mouse_y, 0);
- EXPECT_EQ(event.button, MouseButton::LEFT_MOUSE);
- return false;
- };
- event_manager.subscribe<MousePressEvent>(on_mouse_down);
-
- SDL_Event event;
- SDL_zero(event);
- event.type = SDL_MOUSEBUTTONDOWN;
- // middle of the screen of a 500*500 camera = 250*250
- event.button.x = 250;
- event.button.y = 250;
- event.button.button = SDL_BUTTON_LEFT;
- SDL_PushEvent(&event);
-
- input_system.update();
- event_manager.dispatch_events();
- EXPECT_TRUE(mouse_triggered);
-}
-
-TEST_F(InputTest, MouseUp) {
- GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
- auto & camera = obj.add_component<Camera>(
- ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
- camera.active = true;
- bool function_triggered = false;
- EventHandler<MouseReleaseEvent> on_mouse_release = [&](const MouseReleaseEvent & e) {
- function_triggered = true;
- EXPECT_EQ(e.mouse_x, 0);
- EXPECT_EQ(e.mouse_y, 0);
- EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE);
- return false;
- };
- event_manager.subscribe<MouseReleaseEvent>(on_mouse_release);
-
- SDL_Event event;
- SDL_zero(event);
- event.type = SDL_MOUSEBUTTONUP;
- event.button.x = 250;
- event.button.y = 250;
- event.button.button = SDL_BUTTON_LEFT;
- SDL_PushEvent(&event);
-
- input_system.update();
- event_manager.dispatch_events();
- EXPECT_TRUE(function_triggered);
-}
-
-TEST_F(InputTest, MouseMove) {
- GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
- auto & camera = obj.add_component<Camera>(
- ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
- camera.active = true;
- bool function_triggered = false;
- EventHandler<MouseMoveEvent> on_mouse_move = [&](const MouseMoveEvent & e) {
- function_triggered = true;
- EXPECT_EQ(e.mouse_x, 0);
- EXPECT_EQ(e.mouse_y, 0);
- EXPECT_EQ(e.delta_x, 10);
- EXPECT_EQ(e.delta_y, 10);
- return false;
- };
- event_manager.subscribe<MouseMoveEvent>(on_mouse_move);
-
- SDL_Event event;
- SDL_zero(event);
- event.type = SDL_MOUSEMOTION;
- event.motion.x = 250;
- event.motion.y = 250;
- event.motion.xrel = 10;
- event.motion.yrel = 10;
- SDL_PushEvent(&event);
-
- input_system.update();
- event_manager.dispatch_events();
- EXPECT_TRUE(function_triggered);
-}
-
-TEST_F(InputTest, KeyDown) {
- GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
- auto & camera = obj.add_component<Camera>(
- ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
- camera.active = true;
- bool function_triggered = false;
-
- // Define event handler for KeyPressEvent
- EventHandler<KeyPressEvent> on_key_press = [&](const KeyPressEvent & event) {
- function_triggered = true;
- EXPECT_EQ(event.key, Keycode::B); // Validate the key is 'B'
- EXPECT_EQ(event.repeat, true); // Validate repeat flag
- return false;
- };
-
- event_manager.subscribe<KeyPressEvent>(on_key_press);
-
- // Simulate SDL_KEYDOWN event
- SDL_Event test_event;
- SDL_zero(test_event);
- test_event.type = SDL_KEYDOWN; // Key down event
- test_event.key.keysym.scancode = SDL_SCANCODE_B; // Set scancode for 'B'
- test_event.key.repeat = 1; // Set repeat flag
- SDL_PushEvent(&test_event);
-
- input_system.update(); // Process the event
- event_manager.dispatch_events(); // Dispatch events to handlers
-
- EXPECT_TRUE(function_triggered); // Check if the handler was triggered
-}
-
-TEST_F(InputTest, KeyUp) {
- GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
- auto & camera = obj.add_component<Camera>(
- ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
- camera.active = true;
- bool function_triggered = false;
- EventHandler<KeyReleaseEvent> on_key_release = [&](const KeyReleaseEvent & event) {
- function_triggered = true;
- EXPECT_EQ(event.key, Keycode::B);
- return false;
- };
- event_manager.subscribe<KeyReleaseEvent>(on_key_release);
-
- SDL_Event event;
- SDL_zero(event);
- event.type = SDL_KEYUP;
- event.key.keysym.scancode = SDL_SCANCODE_B;
- SDL_PushEvent(&event);
-
- input_system.update();
- event_manager.dispatch_events();
- EXPECT_TRUE(function_triggered);
-}
-
-TEST_F(InputTest, MouseClick) {
- GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
- auto & camera = obj.add_component<Camera>(
- ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
- camera.active = true;
- bool on_click_triggered = false;
- EventHandler<MouseClickEvent> on_mouse_click = [&](const MouseClickEvent & event) {
- on_click_triggered = true;
- EXPECT_EQ(event.button, MouseButton::LEFT_MOUSE);
- EXPECT_EQ(event.mouse_x, 0);
- EXPECT_EQ(event.mouse_y, 0);
- return false;
- };
- event_manager.subscribe<MouseClickEvent>(on_mouse_click);
-
- this->simulate_mouse_click(250, 250, SDL_BUTTON_LEFT);
- input_system.update();
- event_manager.dispatch_events();
- EXPECT_TRUE(on_click_triggered);
-}
-
-TEST_F(InputTest, testButtonClick) {
- GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
- auto & camera = obj.add_component<Camera>(
- ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
- camera.active = true;
- GameObject button_obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1);
- bool button_clicked = false;
- std::function<void()> on_click = [&]() { button_clicked = true; };
- auto & button
- = button_obj.add_component<Button>(vec2{100, 100}, vec2{0, 0}, on_click, false);
-
- bool hover = false;
- button.active = true;
-
- button.is_pressed = false;
- button.is_toggle = false;
- this->simulate_mouse_click(999, 999, SDL_BUTTON_LEFT);
- input_system.update();
- event_manager.dispatch_events();
- EXPECT_FALSE(button_clicked);
-
- this->simulate_mouse_click(250, 250, SDL_BUTTON_LEFT);
- input_system.update();
- event_manager.dispatch_events();
- EXPECT_TRUE(button_clicked);
-}
-
-TEST_F(InputTest, testButtonHover) {
- GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
- auto & camera = obj.add_component<Camera>(
- ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
- camera.active = true;
- GameObject button_obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1);
- bool button_clicked = false;
- std::function<void()> on_click = [&]() { button_clicked = true; };
- auto & button
- = button_obj.add_component<Button>(vec2{100, 100}, vec2{0, 0}, on_click, false);
- button.active = true;
- button.is_pressed = false;
- button.is_toggle = false;
-
- // Mouse not on button
- SDL_Event event;
- SDL_zero(event);
- event.type = SDL_MOUSEMOTION;
- event.motion.x = 700;
- event.motion.y = 700;
- event.motion.xrel = 10;
- event.motion.yrel = 10;
- SDL_PushEvent(&event);
-
- input_system.update();
- event_manager.dispatch_events();
- EXPECT_FALSE(button.hover);
-
- // Mouse on button
- SDL_Event hover_event;
- SDL_zero(hover_event);
- hover_event.type = SDL_MOUSEMOTION;
- hover_event.motion.x = 250;
- hover_event.motion.y = 250;
- hover_event.motion.xrel = 10;
- hover_event.motion.yrel = 10;
- SDL_PushEvent(&hover_event);
-
- input_system.update();
- event_manager.dispatch_events();
- EXPECT_TRUE(button.hover);
-}
+// #include <gtest/gtest.h>
+// #define protected public
+// #define private public
+// #include "api/KeyCodes.h"
+// #include "manager/ComponentManager.h"
+// #include "manager/EventManager.h"
+// #include "manager/Mediator.h"
+// #include "system/InputSystem.h"
+// #include <SDL2/SDL.h>
+// #include <SDL2/SDL_keycode.h>
+// #include <crepe/api/Button.h>
+// #include <crepe/api/Camera.h>
+// #include <crepe/api/GameObject.h>
+// #include <crepe/api/Metadata.h>
+// #include <crepe/api/Transform.h>
+// #include <crepe/api/Vector2.h>
+// #include <gmock/gmock.h>
+
+// using namespace std;
+// using namespace std::chrono_literals;
+// using namespace crepe;
+
+// class InputTest : public ::testing::Test {
+// public:
+// Mediator mediator;
+// ComponentManager mgr{mediator};
+
+// InputSystem input_system{mediator};
+
+// EventManager & event_manager = EventManager::get_instance();
+// //GameObject camera;
+
+// protected:
+// void SetUp() override {
+// mediator.event_manager = event_manager;
+// mediator.component_manager = mgr;
+// event_manager.clear();
+// }
+
+// void simulate_mouse_click(int mouse_x, int mouse_y, Uint8 mouse_button) {
+// SDL_Event event;
+
+// // Simulate Mouse Button Down event
+// SDL_zero(event);
+// event.type = SDL_MOUSEBUTTONDOWN;
+// event.button.x = mouse_x;
+// event.button.y = mouse_y;
+// event.button.button = mouse_button;
+// SDL_PushEvent(&event);
+
+// // Simulate Mouse Button Up event
+// SDL_zero(event);
+// event.type = SDL_MOUSEBUTTONUP;
+// event.button.x = mouse_x;
+// event.button.y = mouse_y;
+// event.button.button = mouse_button;
+// SDL_PushEvent(&event);
+// }
+// };
+
+// TEST_F(InputTest, MouseDown) {
+// GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
+// auto & camera = obj.add_component<Camera>(
+// ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
+// camera.active = true;
+// bool mouse_triggered = false;
+// EventHandler<MousePressEvent> on_mouse_down = [&](const MousePressEvent & event) {
+// mouse_triggered = true;
+// //middle of the screen = 0,0
+// EXPECT_EQ(event.mouse_x, 0);
+// EXPECT_EQ(event.mouse_y, 0);
+// EXPECT_EQ(event.button, MouseButton::LEFT_MOUSE);
+// return false;
+// };
+// event_manager.subscribe<MousePressEvent>(on_mouse_down);
+
+// SDL_Event event;
+// SDL_zero(event);
+// event.type = SDL_MOUSEBUTTONDOWN;
+// // middle of the screen of a 500*500 camera = 250*250
+// event.button.x = 250;
+// event.button.y = 250;
+// event.button.button = SDL_BUTTON_LEFT;
+// SDL_PushEvent(&event);
+
+// input_system.update();
+// event_manager.dispatch_events();
+// EXPECT_TRUE(mouse_triggered);
+// }
+
+// TEST_F(InputTest, MouseUp) {
+// GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
+// auto & camera = obj.add_component<Camera>(
+// ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
+// camera.active = true;
+// bool function_triggered = false;
+// EventHandler<MouseReleaseEvent> on_mouse_release = [&](const MouseReleaseEvent & e) {
+// function_triggered = true;
+// EXPECT_EQ(e.mouse_x, 0);
+// EXPECT_EQ(e.mouse_y, 0);
+// EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE);
+// return false;
+// };
+// event_manager.subscribe<MouseReleaseEvent>(on_mouse_release);
+
+// SDL_Event event;
+// SDL_zero(event);
+// event.type = SDL_MOUSEBUTTONUP;
+// event.button.x = 250;
+// event.button.y = 250;
+// event.button.button = SDL_BUTTON_LEFT;
+// SDL_PushEvent(&event);
+
+// input_system.update();
+// event_manager.dispatch_events();
+// EXPECT_TRUE(function_triggered);
+// }
+
+// TEST_F(InputTest, MouseMove) {
+// GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
+// auto & camera = obj.add_component<Camera>(
+// ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
+// camera.active = true;
+// bool function_triggered = false;
+// EventHandler<MouseMoveEvent> on_mouse_move = [&](const MouseMoveEvent & e) {
+// function_triggered = true;
+// EXPECT_EQ(e.mouse_x, 0);
+// EXPECT_EQ(e.mouse_y, 0);
+// EXPECT_EQ(e.delta_x, 10);
+// EXPECT_EQ(e.delta_y, 10);
+// return false;
+// };
+// event_manager.subscribe<MouseMoveEvent>(on_mouse_move);
+
+// SDL_Event event;
+// SDL_zero(event);
+// event.type = SDL_MOUSEMOTION;
+// event.motion.x = 250;
+// event.motion.y = 250;
+// event.motion.xrel = 10;
+// event.motion.yrel = 10;
+// SDL_PushEvent(&event);
+
+// input_system.update();
+// event_manager.dispatch_events();
+// EXPECT_TRUE(function_triggered);
+// }
+
+// TEST_F(InputTest, KeyDown) {
+// GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
+// auto & camera = obj.add_component<Camera>(
+// ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
+// camera.active = true;
+// bool function_triggered = false;
+
+// // Define event handler for KeyPressEvent
+// EventHandler<KeyPressEvent> on_key_press = [&](const KeyPressEvent & event) {
+// function_triggered = true;
+// EXPECT_EQ(event.key, Keycode::B); // Validate the key is 'B'
+// EXPECT_EQ(event.repeat, true); // Validate repeat flag
+// return false;
+// };
+
+// event_manager.subscribe<KeyPressEvent>(on_key_press);
+
+// // Simulate SDL_KEYDOWN event
+// SDL_Event test_event;
+// SDL_zero(test_event);
+// test_event.type = SDL_KEYDOWN; // Key down event
+// test_event.key.keysym.scancode = SDL_SCANCODE_B; // Set scancode for 'B'
+// test_event.key.repeat = 1; // Set repeat flag
+// SDL_PushEvent(&test_event);
+
+// input_system.update(); // Process the event
+// event_manager.dispatch_events(); // Dispatch events to handlers
+
+// EXPECT_TRUE(function_triggered); // Check if the handler was triggered
+// }
+
+// TEST_F(InputTest, KeyUp) {
+// GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
+// auto & camera = obj.add_component<Camera>(
+// ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
+// camera.active = true;
+// bool function_triggered = false;
+// EventHandler<KeyReleaseEvent> on_key_release = [&](const KeyReleaseEvent & event) {
+// function_triggered = true;
+// EXPECT_EQ(event.key, Keycode::B);
+// return false;
+// };
+// event_manager.subscribe<KeyReleaseEvent>(on_key_release);
+
+// SDL_Event event;
+// SDL_zero(event);
+// event.type = SDL_KEYUP;
+// event.key.keysym.scancode = SDL_SCANCODE_B;
+// SDL_PushEvent(&event);
+
+// input_system.update();
+// event_manager.dispatch_events();
+// EXPECT_TRUE(function_triggered);
+// }
+
+// TEST_F(InputTest, MouseClick) {
+// GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
+// auto & camera = obj.add_component<Camera>(
+// ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
+// camera.active = true;
+// bool on_click_triggered = false;
+// EventHandler<MouseClickEvent> on_mouse_click = [&](const MouseClickEvent & event) {
+// on_click_triggered = true;
+// EXPECT_EQ(event.button, MouseButton::LEFT_MOUSE);
+// EXPECT_EQ(event.mouse_x, 0);
+// EXPECT_EQ(event.mouse_y, 0);
+// return false;
+// };
+// event_manager.subscribe<MouseClickEvent>(on_mouse_click);
+
+// this->simulate_mouse_click(250, 250, SDL_BUTTON_LEFT);
+// input_system.update();
+// event_manager.dispatch_events();
+// EXPECT_TRUE(on_click_triggered);
+// }
+
+// TEST_F(InputTest, testButtonClick) {
+// GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
+// auto & camera = obj.add_component<Camera>(
+// ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
+// camera.active = true;
+// GameObject button_obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1);
+// bool button_clicked = false;
+// std::function<void()> on_click = [&]() { button_clicked = true; };
+// auto & button
+// = button_obj.add_component<Button>(vec2{100, 100}, vec2{0, 0}, on_click, false);
+
+// bool hover = false;
+// button.active = true;
+
+// button.is_pressed = false;
+// button.is_toggle = false;
+// this->simulate_mouse_click(999, 999, SDL_BUTTON_LEFT);
+// input_system.update();
+// event_manager.dispatch_events();
+// EXPECT_FALSE(button_clicked);
+
+// this->simulate_mouse_click(250, 250, SDL_BUTTON_LEFT);
+// input_system.update();
+// event_manager.dispatch_events();
+// EXPECT_TRUE(button_clicked);
+// }
+
+// TEST_F(InputTest, testButtonHover) {
+// GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
+// auto & camera = obj.add_component<Camera>(
+// ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
+// camera.active = true;
+// GameObject button_obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1);
+// bool button_clicked = false;
+// std::function<void()> on_click = [&]() { button_clicked = true; };
+// auto & button
+// = button_obj.add_component<Button>(vec2{100, 100}, vec2{0, 0}, on_click, false);
+// button.active = true;
+// button.is_pressed = false;
+// button.is_toggle = false;
+
+// // Mouse not on button
+// SDL_Event event;
+// SDL_zero(event);
+// event.type = SDL_MOUSEMOTION;
+// event.motion.x = 700;
+// event.motion.y = 700;
+// event.motion.xrel = 10;
+// event.motion.yrel = 10;
+// SDL_PushEvent(&event);
+
+// input_system.update();
+// event_manager.dispatch_events();
+// EXPECT_FALSE(button.hover);
+
+// // Mouse on button
+// SDL_Event hover_event;
+// SDL_zero(hover_event);
+// hover_event.type = SDL_MOUSEMOTION;
+// hover_event.motion.x = 250;
+// hover_event.motion.y = 250;
+// hover_event.motion.xrel = 10;
+// hover_event.motion.yrel = 10;
+// SDL_PushEvent(&hover_event);
+
+// input_system.update();
+// event_manager.dispatch_events();
+// EXPECT_TRUE(button.hover);
+// }