diff options
Diffstat (limited to 'src/test/InputTest.cpp')
| -rw-r--r-- | src/test/InputTest.cpp | 250 | 
1 files changed, 250 insertions, 0 deletions
| diff --git a/src/test/InputTest.cpp b/src/test/InputTest.cpp new file mode 100644 index 0000000..0e3e097 --- /dev/null +++ b/src/test/InputTest.cpp @@ -0,0 +1,250 @@ +#include <gtest/gtest.h> +#define protected public +#include "api/EventManager.h" +#include "api/KeyCodes.h" +#include "system/InputSystem.h" +#include <SDL2/SDL.h> +#include <SDL2/SDL_keycode.h> +#include <crepe/ComponentManager.h> +#include <crepe/api/Button.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: +	ComponentManager mgr{}; +	InputSystem input_system{mgr};  // Initializes the InputSystem with the ComponentManager + +	EventManager& event_manager = EventManager::get_instance(); + +protected: +	void SetUp() override {  +		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) { +	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); +		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; +	event.button.x = 10; +	event.button.y = 10; +	event.button.button = SDL_BUTTON_LEFT; +	SDL_PushEvent(&event); + +	input_system.update(); +	event_manager.dispatch_events(); +	EXPECT_TRUE(mouse_triggered); +} + +TEST_F(InputTest, MouseUp) { +	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.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 = 10; +	event.button.y = 10; +	event.button.button = SDL_BUTTON_LEFT; +	SDL_PushEvent(&event); + +	input_system.update(); +	event_manager.dispatch_events(); +	EXPECT_TRUE(function_triggered); +} + +TEST_F(InputTest, MouseMove) { +	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.rel_x, 10); +		EXPECT_EQ(e.rel_y, 10); +		return false; +	}; +	event_manager.subscribe<MouseMoveEvent>(on_mouse_move); + +	SDL_Event event; +	SDL_zero(event); +	event.type = SDL_MOUSEMOTION; +	event.motion.x = 10; +	event.motion.y = 10; +	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) { +	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) { +	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) { +	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); +		return false; +	}; +	event_manager.subscribe<MouseClickEvent>(on_mouse_click); + +	this->simulate_mouse_click(10, 10, 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); +	 +	auto& button = obj.add_component<Button>(100,100); +	bool button_clicked = false; +	bool hover = false; +	button.active = true; +	std::function<void()> on_click = [&]() { button_clicked = true; }; +	button.on_click = on_click; +	button.is_pressed = false; +	button.is_toggle = false; +	this->simulate_mouse_click(101, 101, SDL_BUTTON_LEFT); +	input_system.update(); +	event_manager.dispatch_events(); +	EXPECT_FALSE(button_clicked); + +	this->simulate_mouse_click(10, 10, 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); +	auto& button = obj.add_component<Button>(100,100); +	bool button_clicked = false; +	button.active = true; +	button.width = 100; +	button.height = 100; +	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 = 200; +	event.motion.y = 200; +	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 = 10; +	hover_event.motion.y = 10; +	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); +} |