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path: root/src/test/inputTest.cpp
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#include <gtest/gtest.h>
#define protected public
#include <SDL2/SDL.h>
#include <SDL2/SDL_keycode.h>
#include "system/InputSystem.h"
#include <crepe/ComponentManager.h>
#include "api/EventManager.h"
#include "api/KeyCodes.h"
#include <gmock/gmock.h>
#include <crepe/ComponentManager.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/Metadata.h>
#include <crepe/api/Transform.h>
#include <crepe/api/Vector2.h>
#include <crepe/api/Button.h>

using namespace std;
using namespace std::chrono_literals;
using namespace crepe;

class InputTest : public ::testing::Test {
public:
    ComponentManager mgr{};
    InputSystem input_system{mgr};

    EventManager& event_manager = EventManager::get_instance();

protected:
    void SetUp() override {
        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);
        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;
        EXPECT_EQ(event.mouse_x, 10);
        EXPECT_EQ(event.mouse_y, 10);
        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;
    event.button.x = 10;
    event.button.y = 10;
    event.button.button = SDL_BUTTON_LEFT;
    SDL_PushEvent(&event);
	input_system.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) {
        // Handle the mouse click event here
		function_triggered = true;
        EXPECT_EQ(e.mouse_x, 10);
        EXPECT_EQ(e.mouse_y, 10);
        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 = 10;
    event.button.y = 10;
    event.button.button = SDL_BUTTON_LEFT;
    SDL_PushEvent(&event);
	input_system.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.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.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_x, 10);
        EXPECT_EQ(event.mouse_y, 10);
        return false;
    };
    event_manager.subscribe<MouseClickEvent>(on_mouse_click);
	
	this->simulate_mouse_click(10,10,SDL_BUTTON_LEFT);
	input_system.update();
	event_manager.dispatch_events();
    EXPECT_TRUE(on_click_triggered);
}

TEST_F(InputTest, testButton) {
    GameObject obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1);
	//auto test_button = std::make_unique<Button>();
    // Button test_button = new Button(obj.id);
    
    auto button = obj.add_component<Button>();
	bool button_clicked = false;
    button.active = true;
	button.interactable = true;
    button.width = 100;
    button.height = 100;
    std::function<void()> on_click = [&]() {
        button_clicked = true;
    };
    button.on_click = on_click;
    button.is_pressed = false;
    button.is_toggle = false;
    this->simulate_mouse_click(10,10, SDL_BUTTON_LEFT);
	input_system.update();
	event_manager.dispatch_events();
	//EXPECT_TRUE(button_clicked);
}