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#include <gtest/gtest.h>
#include <crepe/manager/ResourceManager.h>
#include <crepe/system/RenderSystem.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 <crepe/facade/SDLContext.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};
SDLContext sdl_context{mediator};
InputSystem input_system{mediator};
ResourceManager resman{mediator};
RenderSystem render{mediator};
EventManager event_manager{mediator};
//GameObject camera;
int offset_x = 100;
int offset_y = 200;
protected:
void SetUp() override {
GameObject obj = mgr.new_object("camera", "camera", vec2{offset_x, offset_y}, 0, 1);
auto & camera
= obj.add_component<Camera>(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<MousePressEvent> on_mouse_down = [&](const MousePressEvent & event) {
mouse_triggered = true;
//middle of the screen = 0,0
EXPECT_EQ(event.mouse_pos.x, offset_x);
EXPECT_EQ(event.mouse_pos.y, offset_y);
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.fixed_update();
event_manager.dispatch_events();
EXPECT_TRUE(mouse_triggered);
}
TEST_F(InputTest, MouseUp) {
bool function_triggered = false;
EventHandler<MouseReleaseEvent> on_mouse_release = [&](const MouseReleaseEvent & e) {
function_triggered = true;
EXPECT_EQ(e.mouse_pos.x, offset_x);
EXPECT_EQ(e.mouse_pos.y, offset_y);
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.fixed_update();
event_manager.dispatch_events();
EXPECT_TRUE(function_triggered);
}
TEST_F(InputTest, MouseMove) {
bool function_triggered = false;
EventHandler<MouseMoveEvent> on_mouse_move = [&](const MouseMoveEvent & e) {
function_triggered = true;
EXPECT_EQ(e.mouse_pos.x, offset_x);
EXPECT_EQ(e.mouse_pos.y, offset_y);
EXPECT_EQ(e.mouse_delta.x, 10);
EXPECT_EQ(e.mouse_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.fixed_update();
event_manager.dispatch_events();
EXPECT_TRUE(function_triggered);
}
TEST_F(InputTest, KeyDown) {
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.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<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.fixed_update();
event_manager.dispatch_events();
EXPECT_TRUE(function_triggered);
}
TEST_F(InputTest, MouseClick) {
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_pos.x, offset_x);
EXPECT_EQ(event.mouse_pos.y, offset_y);
return false;
};
event_manager.subscribe<MouseClickEvent>(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<ButtonPressEvent>([&](const ButtonPressEvent & event) {
button_clicked = true;
EXPECT_EQ(event.metadata.game_object_id, button_obj.id);
return false;
});
auto & button = button_obj.add_component<Button>(vec2{100, 100}, vec2{0, 0});
bool hover = false;
button.active = true;
this->simulate_mouse_click(999, 999, SDL_BUTTON_LEFT);
input_system.fixed_update();
event_manager.dispatch_events();
EXPECT_FALSE(button_clicked);
this->simulate_mouse_click(250, 250, SDL_BUTTON_LEFT);
input_system.fixed_update();
event_manager.dispatch_events();
EXPECT_TRUE(button_clicked);
}
TEST_F(InputTest, buttonPositionCamera) {
GameObject button_obj = mgr.new_object("body", "person", vec2{50, 50}, 0, 1);
bool button_clicked = false;
event_manager.subscribe<ButtonPressEvent>([&](const ButtonPressEvent & event) {
button_clicked = true;
EXPECT_EQ(event.metadata.game_object_id, button_obj.id);
return false;
});
auto & button = button_obj.add_component<Button>(vec2{10, 10}, vec2{0, 0});
button.world_space = false;
bool hover = false;
button.active = true;
this->simulate_mouse_click(999, 999, SDL_BUTTON_LEFT);
input_system.update();
event_manager.dispatch_events();
EXPECT_FALSE(button_clicked);
this->simulate_mouse_click(300, 300, SDL_BUTTON_LEFT);
input_system.update();
event_manager.dispatch_events();
EXPECT_TRUE(button_clicked);
}
TEST_F(InputTest, buttonPositionWorld) {
GameObject button_obj = mgr.new_object("body", "person", vec2{50, 50}, 0, 1);
bool button_clicked = false;
event_manager.subscribe<ButtonPressEvent>([&](const ButtonPressEvent & event) {
button_clicked = true;
EXPECT_EQ(event.metadata.game_object_id, button_obj.id);
return false;
});
auto & button = button_obj.add_component<Button>(vec2{10, 10}, vec2{0, 0});
button.world_space = true;
bool hover = false;
button.active = true;
this->simulate_mouse_click(999, 999, SDL_BUTTON_LEFT);
input_system.update();
event_manager.dispatch_events();
EXPECT_FALSE(button_clicked);
this->simulate_mouse_click(300, 300, SDL_BUTTON_LEFT);
input_system.update();
event_manager.dispatch_events();
EXPECT_FALSE(button_clicked);
}
TEST_F(InputTest, testButtonHover) {
GameObject button_obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1);
bool button_hover = false;
event_manager.subscribe<ButtonEnterEvent>([&](const ButtonEnterEvent & event) {
button_hover = true;
EXPECT_EQ(event.metadata.game_object_id, button_obj.id);
return false;
});
event_manager.subscribe<ButtonExitEvent>([&](const ButtonExitEvent & event) {
button_hover = false;
EXPECT_EQ(event.metadata.game_object_id, button_obj.id);
return false;
});
auto & button = button_obj.add_component<Button>(vec2{100, 100}, vec2{0, 0});
button.active = true;
// 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.fixed_update();
event_manager.dispatch_events();
EXPECT_TRUE(button.hover);
EXPECT_TRUE(button_hover);
// Mouse not on button
SDL_Event event;
SDL_zero(event);
event.type = SDL_MOUSEMOTION;
event.motion.x = 500;
event.motion.y = 500;
event.motion.xrel = 10;
event.motion.yrel = 10;
SDL_PushEvent(&event);
input_system.fixed_update();
event_manager.dispatch_events();
EXPECT_FALSE(button.hover);
EXPECT_FALSE(button_hover);
}
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