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-rw-r--r--src/test/InputTest.cpp250
1 files changed, 250 insertions, 0 deletions
diff --git a/src/test/InputTest.cpp b/src/test/InputTest.cpp
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+++ b/src/test/InputTest.cpp
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+#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);
+}