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-rw-r--r--src/test/InputTest.cpp64
1 files changed, 55 insertions, 9 deletions
diff --git a/src/test/InputTest.cpp b/src/test/InputTest.cpp
index f5ebaf0..86afad9 100644
--- a/src/test/InputTest.cpp
+++ b/src/test/InputTest.cpp
@@ -36,10 +36,12 @@ public:
RenderSystem render{mediator};
EventManager event_manager{mediator};
//GameObject camera;
+ int offset_x = 100;
+ int offset_y = 200;
protected:
void SetUp() override {
- GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
+ GameObject obj = mgr.new_object("camera", "camera", vec2{offset_x, offset_y}, 0, 1);
auto & camera
= obj.add_component<Camera>(ivec2{500, 500}, vec2{500, 500},
Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
@@ -75,8 +77,8 @@ 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_pos.x, 0);
- EXPECT_EQ(event.mouse_pos.y, 0);
+ EXPECT_EQ(event.mouse_pos.x, offset_x);
+ EXPECT_EQ(event.mouse_pos.y, offset_y);
EXPECT_EQ(event.button, MouseButton::LEFT_MOUSE);
return false;
};
@@ -100,8 +102,8 @@ TEST_F(InputTest, MouseUp) {
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.mouse_pos.x, offset_x);
+ EXPECT_EQ(e.mouse_pos.y, offset_y);
EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE);
return false;
};
@@ -124,8 +126,8 @@ TEST_F(InputTest, MouseMove) {
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_pos.x, offset_x);
+ EXPECT_EQ(e.mouse_pos.y, offset_y);
EXPECT_EQ(e.mouse_delta.x, 10);
EXPECT_EQ(e.mouse_delta.y, 10);
return false;
@@ -198,8 +200,8 @@ 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_pos.x, 0);
- EXPECT_EQ(event.mouse_pos.y, 0);
+ EXPECT_EQ(event.mouse_pos.x, offset_x);
+ EXPECT_EQ(event.mouse_pos.y, offset_y);
return false;
};
event_manager.subscribe<MouseClickEvent>(on_mouse_click);
@@ -232,7 +234,51 @@ TEST_F(InputTest, testButtonClick) {
event_manager.dispatch_events();
EXPECT_TRUE(button_clicked);
}
+TEST_F(InputTest, buttonPositionCamera) {
+ GameObject button_obj = mgr.new_object("body", "person", vec2{50, 50}, 0, 1);
+ bool button_clicked = false;
+ event_manager.subscribe<ButtonPressEvent>([&](const ButtonPressEvent & event) {
+ button_clicked = true;
+ EXPECT_EQ(event.metadata.game_object_id, button_obj.id);
+ return false;
+ });
+ auto & button = button_obj.add_component<Button>(vec2{10, 10}, vec2{0, 0});
+
+ button.world_space = false;
+ bool hover = false;
+ button.active = true;
+ this->simulate_mouse_click(999, 999, SDL_BUTTON_LEFT);
+ input_system.update();
+ event_manager.dispatch_events();
+ EXPECT_FALSE(button_clicked);
+
+ this->simulate_mouse_click(300, 300, SDL_BUTTON_LEFT);
+ input_system.update();
+ event_manager.dispatch_events();
+ EXPECT_TRUE(button_clicked);
+}
+TEST_F(InputTest, buttonPositionWorld) {
+ GameObject button_obj = mgr.new_object("body", "person", vec2{50, 50}, 0, 1);
+ bool button_clicked = false;
+ event_manager.subscribe<ButtonPressEvent>([&](const ButtonPressEvent & event) {
+ button_clicked = true;
+ EXPECT_EQ(event.metadata.game_object_id, button_obj.id);
+ return false;
+ });
+ auto & button = button_obj.add_component<Button>(vec2{10, 10}, vec2{0, 0});
+ button.world_space = true;
+ bool hover = false;
+ button.active = true;
+ this->simulate_mouse_click(999, 999, SDL_BUTTON_LEFT);
+ input_system.update();
+ event_manager.dispatch_events();
+ EXPECT_FALSE(button_clicked);
+ this->simulate_mouse_click(300, 300, SDL_BUTTON_LEFT);
+ input_system.update();
+ event_manager.dispatch_events();
+ EXPECT_FALSE(button_clicked);
+}
TEST_F(InputTest, testButtonHover) {
GameObject button_obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1);
bool button_hover = false;