diff options
author | WBoerenkamps <wrj.boerenkamps@student.avans.nl> | 2024-12-09 10:58:20 +0100 |
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committer | WBoerenkamps <wrj.boerenkamps@student.avans.nl> | 2024-12-09 10:58:20 +0100 |
commit | 588df868d851ac5195ce3380ab38c59b0e2aed7a (patch) | |
tree | 31eb464c7ac8f8d0cd66d691633148a71bb27244 /src/test | |
parent | 666292e33d6997a61d9eaff31e8180a602656474 (diff) | |
parent | d3753404cdf58e529865782e7e3679aadb5bc18f (diff) |
Merge branch 'master' of https://github.com/lonkaars/crepe into wouter/inputSystem
Diffstat (limited to 'src/test')
-rw-r--r-- | src/test/InputTest.cpp | 586 |
1 files changed, 293 insertions, 293 deletions
diff --git a/src/test/InputTest.cpp b/src/test/InputTest.cpp index 0b48d5b..4d35eef 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{0, 0}, vec2{500, 500}, 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_pos.x, 0); + EXPECT_EQ(event.mouse_pos.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{0, 0}, vec2{500, 500}, 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_pos.x, 0); + EXPECT_EQ(e.mouse_pos.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{0, 0}, vec2{500, 500}, 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_pos.x, 0); + EXPECT_EQ(e.mouse_pos.y, 0); + EXPECT_EQ(e.mouse_delta.x, 10); + EXPECT_EQ(e.mouse_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{0, 0}, vec2{500, 500}, 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{0, 0}, vec2{500, 500}, 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{0, 0}, vec2{500, 500}, 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_pos.x, 0); + EXPECT_EQ(event.mouse_pos.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{0, 0}, vec2{500, 500}, 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{0, 0}, vec2{500, 500}, 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); +} |