#include #include #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 #include using namespace std; using namespace std::chrono_literals; using namespace crepe; class InputTest : public ::testing::Test { public: Mediator mediator; ComponentManager mgr{mediator}; SDLContext sdl_context{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(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; //event_manager.clear(); } void TearDown() override {} 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) { bool mouse_triggered = false; EventHandler on_mouse_down = [&](const MousePressEvent & event) { mouse_triggered = true; //middle of the screen = 0,0 EXPECT_EQ(event.mouse_pos, offset); 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.fixed_update(); event_manager.dispatch_events(); EXPECT_TRUE(mouse_triggered); } TEST_F(InputTest, MouseUp) { bool function_triggered = false; EventHandler on_mouse_release = [&](const MouseReleaseEvent & e) { function_triggered = true; EXPECT_EQ(e.mouse_pos, offset); 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.fixed_update(); event_manager.dispatch_events(); EXPECT_TRUE(function_triggered); } TEST_F(InputTest, MouseMove) { bool function_triggered = false; EventHandler on_mouse_move = [&](const MouseMoveEvent & e) { function_triggered = true; EXPECT_EQ(e.mouse_pos, offset); EXPECT_EQ(e.mouse_delta.x, 10); EXPECT_EQ(e.mouse_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.fixed_update(); event_manager.dispatch_events(); EXPECT_TRUE(function_triggered); } TEST_F(InputTest, KeyDown) { 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.fixed_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) { 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.fixed_update(); event_manager.dispatch_events(); EXPECT_TRUE(function_triggered); } TEST_F(InputTest, MouseClick) { 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_pos, offset); return false; }; event_manager.subscribe(on_mouse_click); this->simulate_mouse_click(250, 250, SDL_BUTTON_LEFT); input_system.fixed_update(); event_manager.dispatch_events(); EXPECT_TRUE(on_click_triggered); } TEST_F(InputTest, testButtonClick) { GameObject button_obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); bool button_clicked = false; event_manager.subscribe([&](const ButtonPressEvent & event) { button_clicked = true; EXPECT_EQ(event.metadata.game_object_id, button_obj.id); return false; }); auto & button = button_obj.add_component