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-rw-r--r--src/test/InputTest.cpp58
1 files changed, 25 insertions, 33 deletions
diff --git a/src/test/InputTest.cpp b/src/test/InputTest.cpp
index 8b40cea..649f982 100644
--- a/src/test/InputTest.cpp
+++ b/src/test/InputTest.cpp
@@ -36,14 +36,13 @@ protected:
void SetUp() override {
GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
auto & camera
- = obj.add_component<Camera>(ivec2{500, 500}, vec2{500, 500},
- Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
- render.update();
+ = obj.add_component<Camera>(vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
+ render.frame_update();
//mediator.event_manager = event_manager;
//mediator.component_manager = mgr;
//event_manager.clear();
}
-
+ void TearDown() override {}
void simulate_mouse_click(int mouse_x, int mouse_y, Uint8 mouse_button) {
SDL_Event event;
@@ -70,8 +69,8 @@ TEST_F(InputTest, MouseDown) {
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.mouse_pos.x, 0);
+ EXPECT_EQ(event.mouse_pos.y, 0);
EXPECT_EQ(event.button, MouseButton::LEFT_MOUSE);
return false;
};
@@ -86,7 +85,7 @@ TEST_F(InputTest, MouseDown) {
event.button.button = SDL_BUTTON_LEFT;
SDL_PushEvent(&event);
- input_system.update();
+ input_system.fixed_update();
event_manager.dispatch_events();
EXPECT_TRUE(mouse_triggered);
}
@@ -95,8 +94,8 @@ TEST_F(InputTest, MouseUp) {
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.mouse_pos.x, 0);
+ EXPECT_EQ(e.mouse_pos.y, 0);
EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE);
return false;
};
@@ -110,7 +109,7 @@ TEST_F(InputTest, MouseUp) {
event.button.button = SDL_BUTTON_LEFT;
SDL_PushEvent(&event);
- input_system.update();
+ input_system.fixed_update();
event_manager.dispatch_events();
EXPECT_TRUE(function_triggered);
}
@@ -119,10 +118,10 @@ TEST_F(InputTest, MouseMove) {
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);
+ 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);
@@ -136,7 +135,7 @@ TEST_F(InputTest, MouseMove) {
event.motion.yrel = 10;
SDL_PushEvent(&event);
- input_system.update();
+ input_system.fixed_update();
event_manager.dispatch_events();
EXPECT_TRUE(function_triggered);
}
@@ -162,7 +161,7 @@ TEST_F(InputTest, KeyDown) {
test_event.key.repeat = 1; // Set repeat flag
SDL_PushEvent(&test_event);
- input_system.update(); // Process the event
+ input_system.fixed_update(); // Process the event
event_manager.dispatch_events(); // Dispatch events to handlers
EXPECT_TRUE(function_triggered); // Check if the handler was triggered
@@ -183,7 +182,7 @@ TEST_F(InputTest, KeyUp) {
event.key.keysym.scancode = SDL_SCANCODE_B;
SDL_PushEvent(&event);
- input_system.update();
+ input_system.fixed_update();
event_manager.dispatch_events();
EXPECT_TRUE(function_triggered);
}
@@ -193,14 +192,14 @@ TEST_F(InputTest, MouseClick) {
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);
+ 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();
+ input_system.fixed_update();
event_manager.dispatch_events();
EXPECT_TRUE(on_click_triggered);
}
@@ -209,21 +208,17 @@ TEST_F(InputTest, testButtonClick) {
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);
+ auto & button = button_obj.add_component<Button>(vec2{100, 100}, vec2{0, 0}, on_click);
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();
+ input_system.fixed_update();
event_manager.dispatch_events();
EXPECT_FALSE(button_clicked);
this->simulate_mouse_click(250, 250, SDL_BUTTON_LEFT);
- input_system.update();
+ input_system.fixed_update();
event_manager.dispatch_events();
EXPECT_TRUE(button_clicked);
}
@@ -232,11 +227,8 @@ TEST_F(InputTest, testButtonHover) {
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);
+ auto & button = button_obj.add_component<Button>(vec2{100, 100}, vec2{0, 0}, on_click);
button.active = true;
- button.is_pressed = false;
- button.is_toggle = false;
// Mouse not on button
SDL_Event event;
@@ -248,7 +240,7 @@ TEST_F(InputTest, testButtonHover) {
event.motion.yrel = 10;
SDL_PushEvent(&event);
- input_system.update();
+ input_system.fixed_update();
event_manager.dispatch_events();
EXPECT_FALSE(button.hover);
@@ -262,7 +254,7 @@ TEST_F(InputTest, testButtonHover) {
hover_event.motion.yrel = 10;
SDL_PushEvent(&hover_event);
- input_system.update();
+ input_system.fixed_update();
event_manager.dispatch_events();
EXPECT_TRUE(button.hover);
}