diff options
Diffstat (limited to 'src')
| -rw-r--r-- | src/crepe/system/InputSystem.cpp | 14 | ||||
| -rw-r--r-- | src/crepe/system/InputSystem.h | 6 | ||||
| -rw-r--r-- | src/test/InputTest.cpp | 82 | 
3 files changed, 65 insertions, 37 deletions
| diff --git a/src/crepe/system/InputSystem.cpp b/src/crepe/system/InputSystem.cpp index 5b220eb..1cd3974 100644 --- a/src/crepe/system/InputSystem.cpp +++ b/src/crepe/system/InputSystem.cpp @@ -141,11 +141,15 @@ void InputSystem::handle_click(const MouseButton& mouse_button, const int& world  	}  } -bool InputSystem::is_mouse_inside_button(const int& mouse_x, const int& mouse_y, const Button & button, const Transform & transform) { -	return mouse_x >= transform.position.x -		   && mouse_x <= transform.position.x + button.width -		   && mouse_y >= transform.position.y -		   && mouse_y <= transform.position.y + button.height; +bool InputSystem::is_mouse_inside_button( +    const int& mouse_x, const int& mouse_y,  +    const Button & button, const Transform & transform) { +    int half_width = button.width / 2; +    int half_height = button.height / 2; +    return mouse_x >= transform.position.x - half_width +        && mouse_x <= transform.position.x + half_width +        && mouse_y >= transform.position.y - half_height +        && mouse_y <= transform.position.y + half_height;  }  void InputSystem::handle_button_press(Button & button) { diff --git a/src/crepe/system/InputSystem.h b/src/crepe/system/InputSystem.h index e937d01..4244d91 100644 --- a/src/crepe/system/InputSystem.h +++ b/src/crepe/system/InputSystem.h @@ -64,13 +64,13 @@ private:  	/**  	* \brief Checks if the mouse position is inside the bounds of the button. -	* \param mouse_x The X coordinate of the mouse. -	* \param mouse_y The Y coordinate of the mouse. +	* \param world_mouse_x The X coordinate of the mouse in world space. +	* \param world_mouse_y The Y coordinate of the mouse in world space.  	* \param button The button to check.  	* \param transform The transform component of the button.  	* \return True if the mouse is inside the button, false otherwise.  	*/ -	bool is_mouse_inside_button(const int& mouse_x, const int& mouse_y, const Button& button, const Transform& transform); +	bool is_mouse_inside_button(const int& world_mouse_x, const int& world_mouse_y, const Button& button, const Transform& transform);  	/**  	* \brief Handles the button press event, calling the on_click callback if necessary. diff --git a/src/test/InputTest.cpp b/src/test/InputTest.cpp index 9725836..790dbff 100644 --- a/src/test/InputTest.cpp +++ b/src/test/InputTest.cpp @@ -22,14 +22,13 @@ using namespace crepe;  class InputTest : public ::testing::Test {  public:  	ComponentManager mgr{}; -	InputSystem input_system{mgr}; // Initializes the InputSystem with the ComponentManager +	InputSystem input_system{mgr};  	EventManager & event_manager = EventManager::get_instance(); - +	//GameObject camera;  protected:  	void SetUp() override {   		event_manager.clear();  -		// GameObject camera = mgr.new_object<Camera>(Color{0,0,0,0},ivec2{0,0},vec2{500,500},0,vec2{0,0});  	}  	void simulate_mouse_click(int mouse_x, int mouse_y, Uint8 mouse_button) { @@ -51,15 +50,18 @@ protected:  		event.button.button = mouse_button;  		SDL_PushEvent(&event);  	} -	GameObject camera;  };  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; -		EXPECT_EQ(event.mouse_x, 10); -		EXPECT_EQ(event.mouse_y, 10); +		//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;  	}; @@ -68,8 +70,9 @@ TEST_F(InputTest, MouseDown) {  	SDL_Event event;  	SDL_zero(event);  	event.type = SDL_MOUSEBUTTONDOWN; -	event.button.x = 10; -	event.button.y = 10; +	// 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); @@ -79,11 +82,14 @@ TEST_F(InputTest, MouseDown) {  }  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, 10); -		EXPECT_EQ(e.mouse_y, 10); +		EXPECT_EQ(e.mouse_x, 0); +		EXPECT_EQ(e.mouse_y, 0);  		EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE);  		return false;  	}; @@ -92,8 +98,8 @@ TEST_F(InputTest, MouseUp) {  	SDL_Event event;  	SDL_zero(event);  	event.type = SDL_MOUSEBUTTONUP; -	event.button.x = 10; -	event.button.y = 10; +	event.button.x = 250; +	event.button.y = 250;  	event.button.button = SDL_BUTTON_LEFT;  	SDL_PushEvent(&event); @@ -103,11 +109,14 @@ TEST_F(InputTest, MouseUp) {  }  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, 10); -		EXPECT_EQ(e.mouse_y, 10); +		EXPECT_EQ(e.mouse_x, 0); +		EXPECT_EQ(e.mouse_y, 0);  		EXPECT_EQ(e.rel_x, 10);  		EXPECT_EQ(e.rel_y, 10);  		return false; @@ -117,8 +126,8 @@ TEST_F(InputTest, MouseMove) {  	SDL_Event event;  	SDL_zero(event);  	event.type = SDL_MOUSEMOTION; -	event.motion.x = 10; -	event.motion.y = 10; +	event.motion.x = 250; +	event.motion.y = 250;  	event.motion.xrel = 10;  	event.motion.yrel = 10;  	SDL_PushEvent(&event); @@ -129,6 +138,9 @@ TEST_F(InputTest, MouseMove) {  }  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 @@ -156,6 +168,9 @@ TEST_F(InputTest, KeyDown) {  }  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; @@ -176,49 +191,58 @@ TEST_F(InputTest, KeyUp) {  }  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, 10); -		EXPECT_EQ(event.mouse_y, 10); +		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(10, 10, SDL_BUTTON_LEFT); +	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("body", "person", vec2{0, 0}, 0, 1); +	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 = obj.add_component<Button>(100, 100, on_click, false); +	auto & button = button_obj.add_component<Button>(100, 100, on_click, false);  	bool hover = false;  	button.active = true;  	button.is_pressed = false;  	button.is_toggle = false; -	this->simulate_mouse_click(101, 101, SDL_BUTTON_LEFT); +	this->simulate_mouse_click(999, 999, SDL_BUTTON_LEFT);  	input_system.update();  	event_manager.dispatch_events();  	EXPECT_FALSE(button_clicked); -	this->simulate_mouse_click(10, 10, SDL_BUTTON_LEFT); +	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("body", "person", vec2{0, 0}, 0, 1); +	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 = obj.add_component<Button>(100, 100, on_click, false); +	auto & button = button_obj.add_component<Button>(100, 100, on_click, false);  	button.active = true;  	button.width = 100;  	button.height = 100; @@ -229,8 +253,8 @@ TEST_F(InputTest, testButtonHover) {  	SDL_Event event;  	SDL_zero(event);  	event.type = SDL_MOUSEMOTION; -	event.motion.x = 200; -	event.motion.y = 200; +	event.motion.x = 700; +	event.motion.y = 700;  	event.motion.xrel = 10;  	event.motion.yrel = 10;  	SDL_PushEvent(&event); @@ -243,8 +267,8 @@ TEST_F(InputTest, testButtonHover) {  	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.x = 250; +	hover_event.motion.y = 250;  	hover_event.motion.xrel = 10;  	hover_event.motion.yrel = 10;  	SDL_PushEvent(&hover_event); |