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authorLoek Le Blansch <loek@pipeframe.xyz>2024-12-05 17:12:27 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-12-05 17:12:27 +0100
commit5072b4cc9bf56a4764c9bbd2bb748b6d3d511374 (patch)
tree7ab941982e5141a3ceb84c656e6f7e43cb249af7 /src/test
parent803771dfc4fb5b9144d551a91b77a5a4ec8f21b6 (diff)
parent1f4e961d7f9d6887c807cac1a362f2d178b0860b (diff)
Merge branch 'master' into loek/audio
Diffstat (limited to 'src/test')
-rw-r--r--src/test/CMakeLists.txt1
-rw-r--r--src/test/EventTest.cpp36
-rw-r--r--src/test/InputTest.cpp293
3 files changed, 316 insertions, 14 deletions
diff --git a/src/test/CMakeLists.txt b/src/test/CMakeLists.txt
index 4174926..ce529b1 100644
--- a/src/test/CMakeLists.txt
+++ b/src/test/CMakeLists.txt
@@ -14,6 +14,7 @@ target_sources(test_main PUBLIC
ValueBrokerTest.cpp
DBTest.cpp
Vector2Test.cpp
+ InputTest.cpp
ScriptEventTest.cpp
ScriptSceneTest.cpp
)
diff --git a/src/test/EventTest.cpp b/src/test/EventTest.cpp
index dccd554..4a4872d 100644
--- a/src/test/EventTest.cpp
+++ b/src/test/EventTest.cpp
@@ -156,29 +156,37 @@ TEST_F(EventManagerTest, EventManagerTest_queue_dispatch) {
bool triggered1 = false;
bool triggered2 = false;
int test_channel = 1;
- EventHandler<MouseClickEvent> mouse_handler1 = [&](const MouseClickEvent & e) {
+
+ // Adjusted to use KeyPressEvent with repeat as the first variable
+ EventHandler<KeyPressEvent> key_handler1 = [&](const KeyPressEvent & e) {
triggered1 = true;
- EXPECT_EQ(e.mouse_x, 100);
- EXPECT_EQ(e.mouse_y, 200);
- EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE);
+ EXPECT_EQ(e.repeat, false); // Expecting repeat to be false
+ EXPECT_EQ(e.key, Keycode::A); // Adjust expected key code
return false; // Allows propagation
};
- EventHandler<MouseClickEvent> mouse_handler2 = [&](const MouseClickEvent & e) {
+
+ EventHandler<KeyPressEvent> key_handler2 = [&](const KeyPressEvent & e) {
triggered2 = true;
- EXPECT_EQ(e.mouse_x, 100);
- EXPECT_EQ(e.mouse_y, 200);
- EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE);
+ EXPECT_EQ(e.repeat, false); // Expecting repeat to be false
+ EXPECT_EQ(e.key, Keycode::A); // Adjust expected key code
return false; // Allows propagation
};
- event_manager.subscribe<MouseClickEvent>(mouse_handler1);
- event_manager.subscribe<MouseClickEvent>(mouse_handler2, test_channel);
- event_manager.queue_event<MouseClickEvent>(
- MouseClickEvent{.mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE});
- event_manager.queue_event<MouseClickEvent>(
- MouseClickEvent{.mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE},
+ // Subscribe handlers to KeyPressEvent
+ event_manager.subscribe<KeyPressEvent>(key_handler1);
+ event_manager.subscribe<KeyPressEvent>(key_handler2, test_channel);
+
+ // Queue a KeyPressEvent instead of KeyDownEvent
+ event_manager.queue_event<KeyPressEvent>(KeyPressEvent{
+ .repeat = false, .key = Keycode::A}); // Adjust event with repeat flag first
+
+ event_manager.queue_event<KeyPressEvent>(
+ KeyPressEvent{.repeat = false,
+ .key = Keycode::A}, // Adjust event for second subscription
test_channel);
+
event_manager.dispatch_events();
+
EXPECT_TRUE(triggered1);
EXPECT_TRUE(triggered2);
}
diff --git a/src/test/InputTest.cpp b/src/test/InputTest.cpp
new file mode 100644
index 0000000..cb9833f
--- /dev/null
+++ b/src/test/InputTest.cpp
@@ -0,0 +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>(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;
+ //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>(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, 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>(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, 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>(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
+ 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>(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;
+ 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>(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, 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>(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
+ = 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>(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
+ = 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);
+}