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authorWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-12-05 16:24:45 +0100
committerWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-12-05 16:24:45 +0100
commit823935627c7743c36e1b832670f931d6a67abe2a (patch)
tree7cff594279b42c5f306d718de210e0f224620234 /src
parent090a2e8c26ade017a09049782465d7f7cea623ec (diff)
save
Diffstat (limited to 'src')
-rw-r--r--src/crepe/api/LoopManager.h4
-rw-r--r--src/crepe/system/InputSystem.h84
-rw-r--r--src/test/LoopManagerTest.cpp56
3 files changed, 115 insertions, 29 deletions
diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h
index 6a212eb..7097ee1 100644
--- a/src/crepe/api/LoopManager.h
+++ b/src/crepe/api/LoopManager.h
@@ -61,7 +61,7 @@ private:
*
* Updates the game state based on the elapsed time since the last frame.
*/
- void update();
+ virtual void update();
/**
* \brief Late update which is called after update().
@@ -75,7 +75,7 @@ private:
*
* This function updates physics and game logic based on LoopTimer's fixed_delta_time.
*/
- void fixed_update();
+ virtual void fixed_update();
/**
* \brief Function for executing render-related systems.
*
diff --git a/src/crepe/system/InputSystem.h b/src/crepe/system/InputSystem.h
new file mode 100644
index 0000000..0c42bd6
--- /dev/null
+++ b/src/crepe/system/InputSystem.h
@@ -0,0 +1,84 @@
+#pragma once
+
+#include "../facade/SDLContext.h"
+#include "../types.h"
+#include "../util/OptionalRef.h"
+
+#include "System.h"
+
+namespace crepe {
+
+class Camera;
+class Button;
+class Transform;
+
+/**
+ * \brief Handles the processing of input events created by SDLContext
+ *
+ * This system processes events such as mouse clicks, mouse movement, and keyboard
+ * actions. It is responsible for detecting interactions with UI buttons and
+ * passing the corresponding events to the registered listeners.
+ */
+class InputSystem : public System {
+public:
+ using System::System;
+
+ /**
+ * \brief Updates the system, processing all input events.
+ * This method processes all events and triggers corresponding actions.
+ */
+ void update() override;
+
+private:
+ //! Stores the last position of the mouse when the button was pressed.
+ ivec2 last_mouse_down_position;
+
+ //! Stores the last mouse button pressed.
+ MouseButton last_mouse_button = MouseButton::NONE;
+
+ //! The maximum allowable distance between mouse down and mouse up to register as a click.
+ const int click_tolerance = 5;
+
+ /**
+ * \brief Handles the mouse click event.
+ * \param mouse_button The mouse button involved in the click.
+ * \param world_mouse_x The X coordinate of the mouse in world space.
+ * \param world_mouse_y The Y coordinate of the mouse in world space.
+ *
+ * This method processes the mouse click event and triggers the corresponding button action.
+ */
+ void handle_click(const MouseButton & mouse_button, const int world_mouse_x,
+ const int world_mouse_y);
+
+ /**
+ * \brief Handles the mouse movement event.
+ * \param event_data The event data containing information about the mouse movement.
+ * \param world_mouse_x The X coordinate of the mouse in world space.
+ * \param world_mouse_y The Y coordinate of the mouse in world space.
+ *
+ * This method processes the mouse movement event and updates the button hover state.
+ */
+ void handle_move(const SDLContext::EventData & event_data, const int world_mouse_x,
+ const int world_mouse_y);
+
+ /**
+ * \brief Checks if the mouse position is inside the bounds of the button.
+ * \param world_mouse_x The X coordinate of the mouse in world space.
+ * \param world_mouse_y The Y coordinate of the mouse in world space.
+ * \param button The button to check.
+ * \param transform The transform component of the button.
+ * \return True if the mouse is inside the button, false otherwise.
+ */
+ bool is_mouse_inside_button(const int world_mouse_x, const int world_mouse_y,
+ const Button & button, const Transform & transform);
+
+ /**
+ * \brief Handles the button press event, calling the on_click callback if necessary.
+ * \param button The button being pressed.
+ *
+ * This method triggers the on_click action for the button when it is pressed.
+ */
+ void handle_button_press(Button & button);
+};
+
+} // namespace crepe
diff --git a/src/test/LoopManagerTest.cpp b/src/test/LoopManagerTest.cpp
index 5897906..f2ca8db 100644
--- a/src/test/LoopManagerTest.cpp
+++ b/src/test/LoopManagerTest.cpp
@@ -1,6 +1,8 @@
#include <chrono>
#include <gtest/gtest.h>
+#include <gmock/gmock.h>
#include <thread>
+
#define private public
#define protected public
#include "api/LoopManager.h"
@@ -11,35 +13,35 @@ using namespace crepe;
class LoopManagerTest : public ::testing::Test {
protected:
- LoopManager loop_manager;
+ class TestGameLoop : public crepe::LoopManager {
+ public:
+ MOCK_METHOD(void, fixed_update, (), (override));
+ MOCK_METHOD(void, update, (), (override));
+ };
+
+ TestGameLoop test_loop;
- void SetUp() override {
- // Setting up loop manager and start the loop
- loop_manager.loop_timer->set_target_fps(60);
- }
+ void SetUp() override {
+ test_loop.loop_timer->set_target_fps(60); // Example target FPS
+ }
};
-//Test to check if exactly 5 fixed updates are done every second (50Hz)
+// Test to check if exactly 50 fixed updates occur in 1 second (50Hz)
TEST_F(LoopManagerTest, FixedUpdate) {
- loop_manager.loop_timer->fixed_delta_time = std::chrono::milliseconds(20);
- loop_manager.loop_timer->set_target_fps(50);
- int fixed_update_count = 0;
- loop_manager.loop_timer->start();
- // We want to simulate the game loop for about 1 second
- auto start_time = steady_clock::now();
-
- // Simulate the game loop for 1 second
- while (duration_cast<milliseconds>(steady_clock::now() - start_time)
- < std::chrono::milliseconds(1000)) {
- loop_manager.loop_timer->update();
- // Simulate processing fixed updates while there's lag to advance
- while (loop_manager.loop_timer->get_lag()
- >= loop_manager.loop_timer->get_fixed_delta_time()) {
- fixed_update_count++;
- loop_manager.loop_timer->advance_fixed_update();
- }
-
- loop_manager.loop_timer->enforce_frame_rate();
- }
- ASSERT_EQ(fixed_update_count, 50);
+ // Arrange
+ using ::testing::AtLeast;
+ using ::testing::Exactly;
+
+ test_loop.loop_timer->fixed_delta_time = std::chrono::milliseconds(20);
+ test_loop.start();
+ // Expect the `fixed_update` method to be called exactly 50 times
+ EXPECT_CALL(test_loop, fixed_update()).Times(Exactly(50));
+
+ auto start_time = steady_clock::now();
+
+ // Act: Simulate the game loop for 1 second
+ while (duration_cast<milliseconds>(steady_clock::now() - start_time) < std::chrono::milliseconds(1000)) {
+
+ }
+ test_loop.game_running = false;
}