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/**************************************************************************/
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/* test_input_event.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef TEST_INPUT_EVENT_H
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#define TEST_INPUT_EVENT_H
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#include "core/input/input_event.h"
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#include "core/math/rect2.h"
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#include "core/os/memory.h"
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#include "core/variant/array.h"
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#include "tests/test_macros.h"
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namespace TestInputEvent {
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TEST_CASE("[InputEvent] Signal is emitted when device is changed") {
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Ref<InputEventKey> input_event;
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input_event.instantiate();
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SIGNAL_WATCH(*input_event, CoreStringName(changed));
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Array args1;
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Array empty_args;
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empty_args.push_back(args1);
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input_event->set_device(1);
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SIGNAL_CHECK("changed", empty_args);
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CHECK(input_event->get_device() == 1);
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SIGNAL_UNWATCH(*input_event, CoreStringName(changed));
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}
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TEST_CASE("[InputEvent] Test accumulate") {
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Ref<InputEventMouseMotion> iemm1, iemm2;
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Ref<InputEventKey> iek;
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iemm1.instantiate(), iemm2.instantiate();
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iek.instantiate();
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iemm1->set_button_mask(MouseButtonMask::LEFT);
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CHECK_FALSE(iemm1->accumulate(iemm2));
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iemm2->set_button_mask(MouseButtonMask::LEFT);
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CHECK(iemm1->accumulate(iemm2));
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CHECK_FALSE(iemm1->accumulate(iek));
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CHECK_FALSE(iemm2->accumulate(iek));
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}
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TEST_CASE("[InputEvent][SceneTree] Test methods that interact with the InputMap") {
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const String mock_action = "mock_action";
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Ref<InputEventJoypadMotion> iejm;
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iejm.instantiate();
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InputMap::get_singleton()->add_action(mock_action, 0.5);
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InputMap::get_singleton()->action_add_event(mock_action, iejm);
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CHECK(iejm->is_action_type());
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CHECK(iejm->is_action(mock_action));
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CHECK(iejm->is_action_released(mock_action));
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CHECK(Math::is_equal_approx(iejm->get_action_strength(mock_action), 0.0f));
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iejm->set_axis_value(0.8f);
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// Since deadzone is 0.5, action_strength grows linearly from 0.5 to 1.0.
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CHECK(Math::is_equal_approx(iejm->get_action_strength(mock_action), 0.6f));
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CHECK(Math::is_equal_approx(iejm->get_action_raw_strength(mock_action), 0.8f));
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CHECK(iejm->is_action_pressed(mock_action));
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InputMap::get_singleton()->erase_action(mock_action);
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}
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TEST_CASE("[InputEvent] Test xformed_by") {
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Ref<InputEventMouseMotion> iemm1;
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iemm1.instantiate();
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iemm1->set_position(Vector2(0.0f, 0.0f));
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Transform2D transform;
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transform = transform.translated(Vector2(2.0f, 3.0f));
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Ref<InputEventMouseMotion> iemm2 = iemm1->xformed_by(transform);
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CHECK(iemm2->get_position().is_equal_approx(Vector2(2.0f, 3.0f)));
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}
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} // namespace TestInputEvent
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#endif // TEST_INPUT_EVENT_H
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