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-rw-r--r--src/test/InputTest.cpp35
1 files changed, 18 insertions, 17 deletions
diff --git a/src/test/InputTest.cpp b/src/test/InputTest.cpp
index 0243bd8..9a541a0 100644
--- a/src/test/InputTest.cpp
+++ b/src/test/InputTest.cpp
@@ -28,22 +28,23 @@ using namespace crepe;
class InputTest : public ::testing::Test {
public:
Mediator mediator;
- ComponentManager mgr{mediator};
- SDLContext sdl_context{mediator};
+ ComponentManager mgr {mediator};
+ SDLContext sdl_context {mediator};
- InputSystem input_system{mediator};
- ResourceManager resman{mediator};
- RenderSystem render{mediator};
- EventManager event_manager{mediator};
+ InputSystem input_system {mediator};
+ ResourceManager resman {mediator};
+ RenderSystem render {mediator};
+ EventManager event_manager {mediator};
//GameObject camera;
vec2 offset = {100, 200};
protected:
void SetUp() override {
GameObject obj = mgr.new_object("camera", "camera", offset, 0, 1);
- auto & camera
- = obj.add_component<Camera>(ivec2{500, 500}, vec2{500, 500},
- Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
+ auto & camera = obj.add_component<Camera>(
+ ivec2 {500, 500}, vec2 {500, 500},
+ Camera::Data {.bg_color = Color::WHITE, .zoom = 1.0f}
+ );
render.frame_update();
//mediator.event_manager = event_manager;
//mediator.component_manager = mgr;
@@ -208,14 +209,14 @@ TEST_F(InputTest, MouseClick) {
}
TEST_F(InputTest, testButtonClick) {
- GameObject button_obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1);
+ GameObject button_obj = mgr.new_object("body", "person", vec2 {0, 0}, 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{100, 100}, vec2{0, 0});
+ auto & button = button_obj.add_component<Button>(vec2 {100, 100}, vec2 {0, 0});
bool hover = false;
button.active = true;
@@ -230,14 +231,14 @@ TEST_F(InputTest, testButtonClick) {
EXPECT_TRUE(button_clicked);
}
TEST_F(InputTest, buttonPositionCamera) {
- GameObject button_obj = mgr.new_object("body", "person", vec2{50, 50}, 0, 1);
+ 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});
+ auto & button = button_obj.add_component<Button>(vec2 {10, 10}, vec2 {0, 0});
button.world_space = false;
bool hover = false;
@@ -253,14 +254,14 @@ TEST_F(InputTest, buttonPositionCamera) {
EXPECT_TRUE(button_clicked);
}
TEST_F(InputTest, buttonPositionWorld) {
- GameObject button_obj = mgr.new_object("body", "person", vec2{50, 50}, 0, 1);
+ 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});
+ auto & button = button_obj.add_component<Button>(vec2 {10, 10}, vec2 {0, 0});
button.world_space = true;
bool hover = false;
button.active = true;
@@ -275,7 +276,7 @@ TEST_F(InputTest, buttonPositionWorld) {
EXPECT_FALSE(button_clicked);
}
TEST_F(InputTest, testButtonHover) {
- GameObject button_obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1);
+ GameObject button_obj = mgr.new_object("body", "person", vec2 {0, 0}, 0, 1);
bool button_hover = false;
event_manager.subscribe<ButtonEnterEvent>([&](const ButtonEnterEvent & event) {
button_hover = true;
@@ -287,7 +288,7 @@ TEST_F(InputTest, testButtonHover) {
EXPECT_EQ(event.metadata.game_object_id, button_obj.id);
return false;
});
- auto & button = button_obj.add_component<Button>(vec2{100, 100}, vec2{0, 0});
+ auto & button = button_obj.add_component<Button>(vec2 {100, 100}, vec2 {0, 0});
button.active = true;
// Mouse on button
SDL_Event hover_event;