aboutsummaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--src/crepe/system/InputSystem.cpp14
-rw-r--r--src/crepe/system/InputSystem.h6
-rw-r--r--src/test/InputTest.cpp82
3 files changed, 65 insertions, 37 deletions
diff --git a/src/crepe/system/InputSystem.cpp b/src/crepe/system/InputSystem.cpp
index 5b220eb..1cd3974 100644
--- a/src/crepe/system/InputSystem.cpp
+++ b/src/crepe/system/InputSystem.cpp
@@ -141,11 +141,15 @@ void InputSystem::handle_click(const MouseButton& mouse_button, const int& world
}
}
-bool InputSystem::is_mouse_inside_button(const int& mouse_x, const int& mouse_y, const Button & button, const Transform & transform) {
- return mouse_x >= transform.position.x
- && mouse_x <= transform.position.x + button.width
- && mouse_y >= transform.position.y
- && mouse_y <= transform.position.y + button.height;
+bool InputSystem::is_mouse_inside_button(
+ const int& mouse_x, const int& mouse_y,
+ const Button & button, const Transform & transform) {
+ int half_width = button.width / 2;
+ int half_height = button.height / 2;
+ return mouse_x >= transform.position.x - half_width
+ && mouse_x <= transform.position.x + half_width
+ && mouse_y >= transform.position.y - half_height
+ && mouse_y <= transform.position.y + half_height;
}
void InputSystem::handle_button_press(Button & button) {
diff --git a/src/crepe/system/InputSystem.h b/src/crepe/system/InputSystem.h
index e937d01..4244d91 100644
--- a/src/crepe/system/InputSystem.h
+++ b/src/crepe/system/InputSystem.h
@@ -64,13 +64,13 @@ private:
/**
* \brief Checks if the mouse position is inside the bounds of the button.
- * \param mouse_x The X coordinate of the mouse.
- * \param mouse_y The Y coordinate of the mouse.
+ * \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& mouse_x, const int& mouse_y, const Button& button, const Transform& transform);
+ 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.
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);