godot/tests/core/input/test_input_event.h

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/**************************************************************************/
/* test_input_event.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. */
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/**************************************************************************/
#ifndef TEST_INPUT_EVENT_H
#define TEST_INPUT_EVENT_H
#include "core/input/input_event.h"
#include "core/math/rect2.h"
#include "core/os/memory.h"
#include "core/variant/array.h"
#include "tests/test_macros.h"
namespace TestInputEvent {
TEST_CASE("[InputEvent] Signal is emitted when device is changed") {
Ref<InputEventKey> input_event;
input_event.instantiate();
SIGNAL_WATCH(*input_event, SNAME("changed"));
Array args1;
Array empty_args;
empty_args.push_back(args1);
input_event->set_device(1);
SIGNAL_CHECK("changed", empty_args);
CHECK(input_event->get_device() == 1);
SIGNAL_UNWATCH(*input_event, SNAME("changed"));
}
TEST_CASE("[InputEvent] Test accumulate") {
Ref<InputEventMouseMotion> iemm1, iemm2;
Ref<InputEventKey> iek;
iemm1.instantiate(), iemm2.instantiate();
iek.instantiate();
iemm1->set_button_mask(MouseButtonMask::LEFT);
CHECK_FALSE(iemm1->accumulate(iemm2));
iemm2->set_button_mask(MouseButtonMask::LEFT);
CHECK(iemm1->accumulate(iemm2));
CHECK_FALSE(iemm1->accumulate(iek));
CHECK_FALSE(iemm2->accumulate(iek));
}
TEST_CASE("[InputEvent][SceneTree] Test methods that interact with the InputMap") {
const String mock_action = "mock_action";
Ref<InputEventJoypadMotion> iejm;
iejm.instantiate();
InputMap::get_singleton()->add_action(mock_action, 0.5);
InputMap::get_singleton()->action_add_event(mock_action, iejm);
CHECK(iejm->is_action_type());
CHECK(iejm->is_action(mock_action));
CHECK(iejm->is_action_released(mock_action));
CHECK(Math::is_equal_approx(iejm->get_action_strength(mock_action), 0.0f));
iejm->set_axis_value(0.8f);
// Since deadzone is 0.5, action_strength grows linearly from 0.5 to 1.0.
CHECK(Math::is_equal_approx(iejm->get_action_strength(mock_action), 0.6f));
CHECK(Math::is_equal_approx(iejm->get_action_raw_strength(mock_action), 0.8f));
CHECK(iejm->is_action_pressed(mock_action));
InputMap::get_singleton()->erase_action(mock_action);
}
TEST_CASE("[InputEvent] Test xformed_by") {
Ref<InputEventMouseMotion> iemm1;
iemm1.instantiate();
iemm1->set_position(Vector2(0.0f, 0.0f));
Transform2D transform;
transform = transform.translated(Vector2(2.0f, 3.0f));
Ref<InputEventMouseMotion> iemm2 = iemm1->xformed_by(transform);
CHECK(iemm2->get_position().is_equal_approx(Vector2(2.0f, 3.0f)));
}
} // namespace TestInputEvent
#endif // TEST_INPUT_EVENT_H