From 666292e33d6997a61d9eaff31e8180a602656474 Mon Sep 17 00:00:00 2001 From: WBoerenkamps Date: Sat, 7 Dec 2024 20:39:19 +0100 Subject: save --- src/test/InputTest.cpp | 586 ++++++++++++++++++++++++------------------------- 1 file changed, 293 insertions(+), 293 deletions(-) (limited to 'src/test/InputTest.cpp') diff --git a/src/test/InputTest.cpp b/src/test/InputTest.cpp index a7c0157..0b48d5b 100644 --- a/src/test/InputTest.cpp +++ b/src/test/InputTest.cpp @@ -1,293 +1,293 @@ -#include -#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 -#include -#include -#include -#include -#include -#include -#include -#include - -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( - ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); - camera.active = true; - bool mouse_triggered = false; - EventHandler 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(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( - ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); - camera.active = true; - bool function_triggered = false; - EventHandler 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(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( - ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); - camera.active = true; - bool function_triggered = false; - EventHandler 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(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( - ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); - camera.active = true; - bool function_triggered = false; - - // Define event handler for KeyPressEvent - EventHandler 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(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( - ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); - camera.active = true; - bool function_triggered = false; - EventHandler on_key_release = [&](const KeyReleaseEvent & event) { - function_triggered = true; - EXPECT_EQ(event.key, Keycode::B); - return false; - }; - event_manager.subscribe(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( - ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); - camera.active = true; - bool on_click_triggered = false; - EventHandler 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(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( - ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); - camera.active = true; - GameObject button_obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); - bool button_clicked = false; - std::function on_click = [&]() { button_clicked = true; }; - auto & button - = button_obj.add_component