diff options
Diffstat (limited to 'src/test')
-rw-r--r-- | src/test/CMakeLists.txt | 1 | ||||
-rw-r--r-- | src/test/EventTest.cpp | 36 | ||||
-rw-r--r-- | src/test/InputTest.cpp | 293 |
3 files changed, 316 insertions, 14 deletions
diff --git a/src/test/CMakeLists.txt b/src/test/CMakeLists.txt index 4174926..ce529b1 100644 --- a/src/test/CMakeLists.txt +++ b/src/test/CMakeLists.txt @@ -14,6 +14,7 @@ target_sources(test_main PUBLIC ValueBrokerTest.cpp DBTest.cpp Vector2Test.cpp + InputTest.cpp ScriptEventTest.cpp ScriptSceneTest.cpp ) diff --git a/src/test/EventTest.cpp b/src/test/EventTest.cpp index dccd554..4a4872d 100644 --- a/src/test/EventTest.cpp +++ b/src/test/EventTest.cpp @@ -156,29 +156,37 @@ TEST_F(EventManagerTest, EventManagerTest_queue_dispatch) { bool triggered1 = false; bool triggered2 = false; int test_channel = 1; - EventHandler<MouseClickEvent> mouse_handler1 = [&](const MouseClickEvent & e) { + + // Adjusted to use KeyPressEvent with repeat as the first variable + EventHandler<KeyPressEvent> key_handler1 = [&](const KeyPressEvent & e) { triggered1 = true; - EXPECT_EQ(e.mouse_x, 100); - EXPECT_EQ(e.mouse_y, 200); - EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE); + EXPECT_EQ(e.repeat, false); // Expecting repeat to be false + EXPECT_EQ(e.key, Keycode::A); // Adjust expected key code return false; // Allows propagation }; - EventHandler<MouseClickEvent> mouse_handler2 = [&](const MouseClickEvent & e) { + + EventHandler<KeyPressEvent> key_handler2 = [&](const KeyPressEvent & e) { triggered2 = true; - EXPECT_EQ(e.mouse_x, 100); - EXPECT_EQ(e.mouse_y, 200); - EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE); + EXPECT_EQ(e.repeat, false); // Expecting repeat to be false + EXPECT_EQ(e.key, Keycode::A); // Adjust expected key code return false; // Allows propagation }; - event_manager.subscribe<MouseClickEvent>(mouse_handler1); - event_manager.subscribe<MouseClickEvent>(mouse_handler2, test_channel); - event_manager.queue_event<MouseClickEvent>( - MouseClickEvent{.mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE}); - event_manager.queue_event<MouseClickEvent>( - MouseClickEvent{.mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE}, + // Subscribe handlers to KeyPressEvent + event_manager.subscribe<KeyPressEvent>(key_handler1); + event_manager.subscribe<KeyPressEvent>(key_handler2, test_channel); + + // Queue a KeyPressEvent instead of KeyDownEvent + event_manager.queue_event<KeyPressEvent>(KeyPressEvent{ + .repeat = false, .key = Keycode::A}); // Adjust event with repeat flag first + + event_manager.queue_event<KeyPressEvent>( + KeyPressEvent{.repeat = false, + .key = Keycode::A}, // Adjust event for second subscription test_channel); + event_manager.dispatch_events(); + EXPECT_TRUE(triggered1); EXPECT_TRUE(triggered2); } diff --git a/src/test/InputTest.cpp b/src/test/InputTest.cpp new file mode 100644 index 0000000..cb9833f --- /dev/null +++ b/src/test/InputTest.cpp @@ -0,0 +1,293 @@ +#include <gtest/gtest.h> +#define protected public +#define private public +#include "api/KeyCodes.h" +#include "manager/ComponentManager.h" +#include "manager/EventManager.h" +#include "manager/Mediator.h" +#include "system/InputSystem.h" +#include <SDL2/SDL.h> +#include <SDL2/SDL_keycode.h> +#include <crepe/api/Button.h> +#include <crepe/api/Camera.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: + Mediator mediator; + ComponentManager mgr{mediator}; + + InputSystem input_system{mediator}; + + EventManager & event_manager = EventManager::get_instance(); + //GameObject camera; + +protected: + void SetUp() override { + mediator.event_manager = event_manager; + mediator.component_manager = mgr; + 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) { + GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1); + auto & camera = obj.add_component<Camera>(Color::BLACK, ivec2{0, 0}, vec2{500, 500}, 0.0, + vec2{0, 0}); + camera.active = true; + bool mouse_triggered = false; + 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.button, MouseButton::LEFT_MOUSE); + return false; + }; + event_manager.subscribe<MousePressEvent>(on_mouse_down); + + SDL_Event event; + SDL_zero(event); + event.type = SDL_MOUSEBUTTONDOWN; + // middle of the screen of a 500*500 camera = 250*250 + event.button.x = 250; + event.button.y = 250; + event.button.button = SDL_BUTTON_LEFT; + SDL_PushEvent(&event); + + input_system.update(); + event_manager.dispatch_events(); + EXPECT_TRUE(mouse_triggered); +} + +TEST_F(InputTest, MouseUp) { + GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1); + auto & camera = obj.add_component<Camera>(Color::BLACK, ivec2{0, 0}, vec2{500, 500}, 0.0, + vec2{0, 0}); + camera.active = true; + 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.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 = 250; + event.button.y = 250; + event.button.button = SDL_BUTTON_LEFT; + SDL_PushEvent(&event); + + input_system.update(); + event_manager.dispatch_events(); + EXPECT_TRUE(function_triggered); +} + +TEST_F(InputTest, MouseMove) { + GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1); + auto & camera = obj.add_component<Camera>(Color::BLACK, ivec2{0, 0}, vec2{500, 500}, 0.0, + vec2{0, 0}); + camera.active = true; + 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); + return false; + }; + event_manager.subscribe<MouseMoveEvent>(on_mouse_move); + + SDL_Event event; + SDL_zero(event); + event.type = SDL_MOUSEMOTION; + event.motion.x = 250; + event.motion.y = 250; + 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) { + GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1); + auto & camera = obj.add_component<Camera>(Color::BLACK, ivec2{0, 0}, vec2{500, 500}, 0.0, + vec2{0, 0}); + camera.active = true; + 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) { + GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1); + auto & camera = obj.add_component<Camera>(Color::BLACK, ivec2{0, 0}, vec2{500, 500}, 0.0, + vec2{0, 0}); + camera.active = true; + 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) { + GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1); + auto & camera = obj.add_component<Camera>(Color::BLACK, ivec2{0, 0}, vec2{500, 500}, 0.0, + vec2{0, 0}); + camera.active = true; + 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, 0); + EXPECT_EQ(event.mouse_y, 0); + return false; + }; + event_manager.subscribe<MouseClickEvent>(on_mouse_click); + + this->simulate_mouse_click(250, 250, SDL_BUTTON_LEFT); + input_system.update(); + event_manager.dispatch_events(); + EXPECT_TRUE(on_click_triggered); +} + +TEST_F(InputTest, testButtonClick) { + GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1); + auto & camera = obj.add_component<Camera>(Color::BLACK, ivec2{0, 0}, vec2{500, 500}, 0.0, + vec2{0, 0}); + camera.active = true; + 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); + + 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(); + event_manager.dispatch_events(); + EXPECT_FALSE(button_clicked); + + this->simulate_mouse_click(250, 250, SDL_BUTTON_LEFT); + input_system.update(); + event_manager.dispatch_events(); + EXPECT_TRUE(button_clicked); +} + +TEST_F(InputTest, testButtonHover) { + GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1); + auto & camera = obj.add_component<Camera>(Color::BLACK, ivec2{0, 0}, vec2{500, 500}, 0.0, + vec2{0, 0}); + camera.active = true; + 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); + button.active = true; + 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 = 700; + event.motion.y = 700; + 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 = 250; + hover_event.motion.y = 250; + 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); +} |