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path: root/src/test/InputTest.cpp
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// #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>(
// 		ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
// 	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>(
// 		ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
// 	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>(
// 		ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
// 	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>(
// 		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<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>(
// 		ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
// 	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>(
// 		ivec2{100, 100}, vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
// 	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>(
// 		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<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>(
// 		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<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);
// }