godot/tests/display_server_mock.h

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/**************************************************************************/
/* display_server_mock.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef DISPLAY_SERVER_MOCK_H
#define DISPLAY_SERVER_MOCK_H
#include "servers/display_server_headless.h"
#include "servers/rendering/dummy/rasterizer_dummy.h"
// Specialized DisplayServer for unittests based on DisplayServerHeadless, that
// additionally supports rudimentary InputEvent handling and mouse position.
class DisplayServerMock : public DisplayServerHeadless {
private:
friend class DisplayServer;
Point2i mouse_position = Point2i(-1, -1); // Outside of Window.
CursorShape cursor_shape = CursorShape::CURSOR_ARROW;
bool window_over = false;
Callable event_callback;
Callable input_event_callback;
static Vector<String> get_rendering_drivers_func() {
Vector<String> drivers;
drivers.push_back("dummy");
return drivers;
}
static DisplayServer *create_func(const String &p_rendering_driver, DisplayServer::WindowMode p_mode, DisplayServer::VSyncMode p_vsync_mode, uint32_t p_flags, const Vector2i *p_position, const Vector2i &p_resolution, int p_screen, Error &r_error) {
r_error = OK;
RasterizerDummy::make_current();
return memnew(DisplayServerMock());
}
static void _dispatch_input_events(const Ref<InputEvent> &p_event) {
static_cast<DisplayServerMock *>(get_singleton())->_dispatch_input_event(p_event);
}
void _dispatch_input_event(const Ref<InputEvent> &p_event) {
Variant ev = p_event;
Variant *evp = &ev;
Variant ret;
Callable::CallError ce;
if (input_event_callback.is_valid()) {
input_event_callback.callp((const Variant **)&evp, 1, ret, ce);
}
}
void _set_mouse_position(const Point2i &p_position) {
if (mouse_position == p_position) {
return;
}
mouse_position = p_position;
_set_window_over(Rect2i(Point2i(0, 0), window_get_size()).has_point(p_position));
}
void _set_window_over(bool p_over) {
if (p_over == window_over) {
return;
}
window_over = p_over;
_send_window_event(p_over ? WINDOW_EVENT_MOUSE_ENTER : WINDOW_EVENT_MOUSE_EXIT);
}
void _send_window_event(WindowEvent p_event) {
if (!event_callback.is_null()) {
Variant event = int(p_event);
Variant *eventp = &event;
Variant ret;
Callable::CallError ce;
event_callback.callp((const Variant **)&eventp, 1, ret, ce);
}
}
public:
bool has_feature(Feature p_feature) const override {
switch (p_feature) {
case FEATURE_MOUSE:
case FEATURE_CURSOR_SHAPE:
return true;
default: {
}
}
return false;
}
String get_name() const override { return "mock"; }
// You can simulate DisplayServer-events by calling this function.
// The events will be deliverd to Godot's Input-system.
// Mouse-events (Button & Motion) will additionally update the DisplayServer's mouse position.
// For Mouse motion events, the `relative`-property is set based on the distance to the previous mouse position.
void simulate_event(Ref<InputEvent> p_event) {
Ref<InputEvent> event = p_event;
Ref<InputEventMouse> me = p_event;
if (me.is_valid()) {
Ref<InputEventMouseMotion> mm = p_event;
if (mm.is_valid()) {
mm->set_relative(mm->get_position() - mouse_position);
event = mm;
}
_set_mouse_position(me->get_position());
}
Input::get_singleton()->parse_input_event(event);
}
// Returns the current cursor shape.
CursorShape get_cursor_shape() {
return cursor_shape;
}
virtual Point2i mouse_get_position() const override { return mouse_position; }
virtual Size2i window_get_size(WindowID p_window = MAIN_WINDOW_ID) const override {
return Size2i(1920, 1080);
}
virtual void cursor_set_shape(CursorShape p_shape) override {
cursor_shape = p_shape;
}
virtual void window_set_window_event_callback(const Callable &p_callable, WindowID p_window = MAIN_WINDOW_ID) override {
event_callback = p_callable;
}
virtual void window_set_input_event_callback(const Callable &p_callable, WindowID p_window = MAIN_WINDOW_ID) override {
input_event_callback = p_callable;
}
static void register_mock_driver() {
register_create_function("mock", create_func, get_rendering_drivers_func);
}
DisplayServerMock() {
Input::get_singleton()->set_event_dispatch_function(_dispatch_input_events);
}
~DisplayServerMock() {}
};
#endif // DISPLAY_SERVER_MOCK_H