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-rw-r--r--src/test/inputTest.cpp139
1 files changed, 132 insertions, 7 deletions
diff --git a/src/test/inputTest.cpp b/src/test/inputTest.cpp
index 0f02410..6b820ee 100644
--- a/src/test/inputTest.cpp
+++ b/src/test/inputTest.cpp
@@ -1,10 +1,18 @@
+#include <gtest/gtest.h>
+#define protected public
#include <SDL2/SDL.h>
#include <SDL2/SDL_keycode.h>
#include "system/InputSystem.h"
+#include <crepe/ComponentManager.h>
#include "api/EventManager.h"
#include "api/KeyCodes.h"
#include <gmock/gmock.h>
-#include <gtest/gtest.h>
+#include <crepe/ComponentManager.h>
+#include <crepe/api/GameObject.h>
+#include <crepe/api/Metadata.h>
+#include <crepe/api/Transform.h>
+#include <crepe/api/Vector2.h>
+#include <crepe/api/Button.h>
using namespace std;
using namespace std::chrono_literals;
@@ -12,14 +20,17 @@ using namespace crepe;
class InputTest : public ::testing::Test {
public:
-InputSystem input_system;
+ComponentManager mgr{};
+InputSystem input_system{mgr};
+
EventManager& event_manager = EventManager::get_instance();
protected:
void SetUp() override {
+ event_manager.clear();
}
void TearDown() override {
-
+ event_manager.clear();
}
void simulate_mouse_click(int mouse_x, int mouse_y, Uint8 mouse_button) {
SDL_Event event;
@@ -41,13 +52,127 @@ void simulate_mouse_click(int mouse_x, int mouse_y, Uint8 mouse_button) {
};
-TEST_F(InputTest, KeyDown) {
-
+TEST_F(InputTest, MouseDown) {
+ bool mouse_triggered = false;
+ EventHandler<MousePressEvent> on_mouse_click = [&](const MousePressEvent& event) {
+ // Handle the mouse click event here
+ 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_click);
SDL_Event event;
SDL_zero(event);
event.type = SDL_MOUSEBUTTONDOWN;
event.button.x = 10;
event.button.y = 10;
- event.button.button = mouse_bu;
- SDL_PushEvent(&event); // Push event into the SDL event queue
+ event.button.button = SDL_BUTTON_LEFT;
+ SDL_PushEvent(&event);
+ EXPECT_TRUE(mouse_triggered);
+}
+
+TEST_F(InputTest, MouseUp) {
+ EventHandler<MouseReleaseEvent> on_mouse_click = [&](const MouseReleaseEvent& event) {
+ // Handle the mouse click event here
+ EXPECT_EQ(event.mouse_x, 10);
+ EXPECT_EQ(event.mouse_y, 10);
+ EXPECT_EQ(event.button, MouseButton::LEFT_MOUSE);
+ return false;
+ };
+ event_manager.subscribe<MouseReleaseEvent>(on_mouse_click);
+ 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);
+}
+TEST_F(InputTest, MouseUp) {
+ EventHandler<MouseReleaseEvent> on_mouse_click = [&](const MouseReleaseEvent& event) {
+ // Handle the mouse click event here
+ EXPECT_EQ(event.mouse_x, 10);
+ EXPECT_EQ(event.mouse_y, 10);
+ EXPECT_EQ(event.button, MouseButton::LEFT_MOUSE);
+ return false;
+ };
+ event_manager.subscribe<MouseReleaseEvent>(on_mouse_click);
+ 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);
+}
+TEST_F(InputTest, KeyDown) {
+ EventHandler<KeyPressEvent> on_mouse_click = [&](const KeyPressEvent& event) {
+ // Handle the mouse click event here
+ EXPECT_EQ(event.key, Keycode::B);
+ EXPECT_EQ(event.repeat, true);
+ return false;
+ };
+ event_manager.subscribe<KeyPressEvent>(on_mouse_click);
+ SDL_Event event;
+ SDL_zero(event);
+ event.type = SDL_KEYUP;
+ event.button.button = SDL_BUTTON_LEFT;
+ event.key.repeat = 1;
+ SDL_PushEvent(&event);
+}
+TEST_F(InputTest, KeyUp) {
+ EventHandler<KeyReleaseEvent> on_mouse_click = [&](const KeyReleaseEvent& event) {
+ // Handle the mouse click event here
+ EXPECT_EQ(event.key, Keycode::B);
+ return false;
+ };
+ event_manager.subscribe<KeyReleaseEvent>(on_mouse_click);
+ SDL_Event event;
+ SDL_zero(event);
+ event.type = SDL_KEYUP;
+ event.button.button = SDL_BUTTON_LEFT;
+ SDL_PushEvent(&event);
+}
+TEST_F(InputTest, KeyClick) {
+ GameObject obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1);
+ Button test_button;
+ bool button_clicked = false;
+ test_button.active = true;
+ test_button.width = 100;
+ test_button.height = 100;
+ std::function<void()> on_click = [&]() {
+ button_clicked = true;
+ };
+ test_button.on_click = on_click;
+ test_button.is_pressed = false;
+ test_button.is_toggle = false;
+ obj.add_component<Button>();
+ EventHandler<KeyReleaseEvent> on_mouse_click = [&](const KeyReleaseEvent& event) {
+ EXPECT_EQ(event.key, Keycode::B);
+ return false;
+ };
+ event_manager.subscribe<KeyReleaseEvent>(on_mouse_click);
+ SDL_Event event;
+ SDL_zero(event);
+ event.type = SDL_KEYUP;
+ event.button.button = SDL_BUTTON_LEFT;
+ SDL_PushEvent(&event);
+}
+TEST_F(InputTest, testButton) {
+ GameObject obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1);
+ Button test_button;
+ bool button_clicked = false;
+ test_button.active = true;
+ test_button.width = 100;
+ test_button.height = 100;
+ std::function<void()> on_click = [&]() {
+ button_clicked = true;
+ };
+ test_button.on_click = on_click;
+ test_button.is_pressed = false;
+ test_button.is_toggle = false;
+ obj.add_component<Button>();
+ this->simulate_mouse_click(10,10,MouseButton::LEFT_MOUSE);
}