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authorWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-12-03 12:35:00 +0100
committerWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-12-03 12:35:00 +0100
commit0c9d708d4d44b2de0bb8c8f59e7e6fb098eca272 (patch)
tree07ac4a175ae58d6c47ae88d543863266c000dc1e /src/test/InputTest.cpp
parent7551c98ee239963ad65123132419c3c0a9cfccb3 (diff)
changed test for changes
Diffstat (limited to 'src/test/InputTest.cpp')
-rw-r--r--src/test/InputTest.cpp82
1 files changed, 53 insertions, 29 deletions
diff --git a/src/test/InputTest.cpp b/src/test/InputTest.cpp
index 9725836..790dbff 100644
--- a/src/test/InputTest.cpp
+++ b/src/test/InputTest.cpp
@@ -22,14 +22,13 @@ using namespace crepe;
class InputTest : public ::testing::Test {
public:
ComponentManager mgr{};
- InputSystem input_system{mgr}; // Initializes the InputSystem with the ComponentManager
+ InputSystem input_system{mgr};
EventManager & event_manager = EventManager::get_instance();
-
+ //GameObject camera;
protected:
void SetUp() override {
event_manager.clear();
- // GameObject camera = mgr.new_object<Camera>(Color{0,0,0,0},ivec2{0,0},vec2{500,500},0,vec2{0,0});
}
void simulate_mouse_click(int mouse_x, int mouse_y, Uint8 mouse_button) {
@@ -51,15 +50,18 @@ protected:
event.button.button = mouse_button;
SDL_PushEvent(&event);
}
- GameObject camera;
};
TEST_F(InputTest, MouseDown) {
+ GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
+ auto& camera = obj.add_component<Camera>(Color::BLACK,ivec2{0,0},vec2{500,500},0.0,vec2{0,0});
+ camera.active = true;
bool mouse_triggered = false;
EventHandler<MousePressEvent> on_mouse_down = [&](const MousePressEvent & event) {
mouse_triggered = true;
- EXPECT_EQ(event.mouse_x, 10);
- EXPECT_EQ(event.mouse_y, 10);
+ //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;
};
@@ -68,8 +70,9 @@ TEST_F(InputTest, MouseDown) {
SDL_Event event;
SDL_zero(event);
event.type = SDL_MOUSEBUTTONDOWN;
- event.button.x = 10;
- event.button.y = 10;
+ // 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);
@@ -79,11 +82,14 @@ TEST_F(InputTest, MouseDown) {
}
TEST_F(InputTest, MouseUp) {
+ GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
+ auto& camera = obj.add_component<Camera>(Color::BLACK,ivec2{0,0},vec2{500,500},0.0,vec2{0,0});
+ camera.active = true;
bool function_triggered = false;
EventHandler<MouseReleaseEvent> on_mouse_release = [&](const MouseReleaseEvent & e) {
function_triggered = true;
- EXPECT_EQ(e.mouse_x, 10);
- EXPECT_EQ(e.mouse_y, 10);
+ EXPECT_EQ(e.mouse_x, 0);
+ EXPECT_EQ(e.mouse_y, 0);
EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE);
return false;
};
@@ -92,8 +98,8 @@ TEST_F(InputTest, MouseUp) {
SDL_Event event;
SDL_zero(event);
event.type = SDL_MOUSEBUTTONUP;
- event.button.x = 10;
- event.button.y = 10;
+ event.button.x = 250;
+ event.button.y = 250;
event.button.button = SDL_BUTTON_LEFT;
SDL_PushEvent(&event);
@@ -103,11 +109,14 @@ TEST_F(InputTest, MouseUp) {
}
TEST_F(InputTest, MouseMove) {
+ GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
+ auto& camera = obj.add_component<Camera>(Color::BLACK,ivec2{0,0},vec2{500,500},0.0,vec2{0,0});
+ camera.active = true;
bool function_triggered = false;
EventHandler<MouseMoveEvent> on_mouse_move = [&](const MouseMoveEvent & e) {
function_triggered = true;
- EXPECT_EQ(e.mouse_x, 10);
- EXPECT_EQ(e.mouse_y, 10);
+ EXPECT_EQ(e.mouse_x, 0);
+ EXPECT_EQ(e.mouse_y, 0);
EXPECT_EQ(e.rel_x, 10);
EXPECT_EQ(e.rel_y, 10);
return false;
@@ -117,8 +126,8 @@ TEST_F(InputTest, MouseMove) {
SDL_Event event;
SDL_zero(event);
event.type = SDL_MOUSEMOTION;
- event.motion.x = 10;
- event.motion.y = 10;
+ event.motion.x = 250;
+ event.motion.y = 250;
event.motion.xrel = 10;
event.motion.yrel = 10;
SDL_PushEvent(&event);
@@ -129,6 +138,9 @@ TEST_F(InputTest, MouseMove) {
}
TEST_F(InputTest, KeyDown) {
+ GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
+ auto& camera = obj.add_component<Camera>(Color::BLACK,ivec2{0,0},vec2{500,500},0.0,vec2{0,0});
+ camera.active = true;
bool function_triggered = false;
// Define event handler for KeyPressEvent
@@ -156,6 +168,9 @@ TEST_F(InputTest, KeyDown) {
}
TEST_F(InputTest, KeyUp) {
+ GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
+ auto& camera = obj.add_component<Camera>(Color::BLACK,ivec2{0,0},vec2{500,500},0.0,vec2{0,0});
+ camera.active = true;
bool function_triggered = false;
EventHandler<KeyReleaseEvent> on_key_release = [&](const KeyReleaseEvent & event) {
function_triggered = true;
@@ -176,49 +191,58 @@ TEST_F(InputTest, KeyUp) {
}
TEST_F(InputTest, MouseClick) {
+ GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
+ auto& camera = obj.add_component<Camera>(Color::BLACK,ivec2{0,0},vec2{500,500},0.0,vec2{0,0});
+ 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, 10);
- EXPECT_EQ(event.mouse_y, 10);
+ 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(10, 10, SDL_BUTTON_LEFT);
+ 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("body", "person", vec2{0, 0}, 0, 1);
+ GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
+ auto& camera = obj.add_component<Camera>(Color::BLACK,ivec2{0,0},vec2{500,500},0.0,vec2{0,0});
+ 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 = obj.add_component<Button>(100, 100, on_click, false);
+ auto & button = button_obj.add_component<Button>(100, 100, on_click, false);
bool hover = false;
button.active = true;
button.is_pressed = false;
button.is_toggle = false;
- this->simulate_mouse_click(101, 101, SDL_BUTTON_LEFT);
+ this->simulate_mouse_click(999, 999, SDL_BUTTON_LEFT);
input_system.update();
event_manager.dispatch_events();
EXPECT_FALSE(button_clicked);
- this->simulate_mouse_click(10, 10, SDL_BUTTON_LEFT);
+ 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("body", "person", vec2{0, 0}, 0, 1);
+ GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
+ auto& camera = obj.add_component<Camera>(Color::BLACK,ivec2{0,0},vec2{500,500},0.0,vec2{0,0});
+ 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 = obj.add_component<Button>(100, 100, on_click, false);
+ auto & button = button_obj.add_component<Button>(100, 100, on_click, false);
button.active = true;
button.width = 100;
button.height = 100;
@@ -229,8 +253,8 @@ TEST_F(InputTest, testButtonHover) {
SDL_Event event;
SDL_zero(event);
event.type = SDL_MOUSEMOTION;
- event.motion.x = 200;
- event.motion.y = 200;
+ event.motion.x = 700;
+ event.motion.y = 700;
event.motion.xrel = 10;
event.motion.yrel = 10;
SDL_PushEvent(&event);
@@ -243,8 +267,8 @@ TEST_F(InputTest, testButtonHover) {
SDL_Event hover_event;
SDL_zero(hover_event);
hover_event.type = SDL_MOUSEMOTION;
- hover_event.motion.x = 10;
- hover_event.motion.y = 10;
+ hover_event.motion.x = 250;
+ hover_event.motion.y = 250;
hover_event.motion.xrel = 10;
hover_event.motion.yrel = 10;
SDL_PushEvent(&hover_event);