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authorWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-12-09 10:58:20 +0100
committerWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-12-09 10:58:20 +0100
commit588df868d851ac5195ce3380ab38c59b0e2aed7a (patch)
tree31eb464c7ac8f8d0cd66d691633148a71bb27244 /src
parent666292e33d6997a61d9eaff31e8180a602656474 (diff)
parentd3753404cdf58e529865782e7e3679aadb5bc18f (diff)
Merge branch 'master' of https://github.com/lonkaars/crepe into wouter/inputSystem
Diffstat (limited to 'src')
-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 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);
+}