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/**************************************************************************/
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/* display_server_mock.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 DISPLAY_SERVER_MOCK_H
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#define DISPLAY_SERVER_MOCK_H
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#include "servers/display_server_headless.h"
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#include "servers/rendering/dummy/rasterizer_dummy.h"
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// Specialized DisplayServer for unittests based on DisplayServerHeadless, that
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// additionally supports rudimentary InputEvent handling and mouse position.
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class DisplayServerMock : public DisplayServerHeadless {
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private:
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friend class DisplayServer;
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Point2i mouse_position = Point2i(-1, -1); // Outside of Window.
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CursorShape cursor_shape = CursorShape::CURSOR_ARROW;
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bool window_over = false;
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Callable event_callback;
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Callable input_event_callback;
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static Vector<String> get_rendering_drivers_func() {
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Vector<String> drivers;
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drivers.push_back("dummy");
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return drivers;
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}
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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) {
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r_error = OK;
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RasterizerDummy::make_current();
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return memnew(DisplayServerMock());
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}
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static void _dispatch_input_events(const Ref<InputEvent> &p_event) {
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static_cast<DisplayServerMock *>(get_singleton())->_dispatch_input_event(p_event);
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}
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void _dispatch_input_event(const Ref<InputEvent> &p_event) {
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Variant ev = p_event;
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Variant *evp = &ev;
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Variant ret;
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Callable::CallError ce;
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if (input_event_callback.is_valid()) {
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input_event_callback.callp((const Variant **)&evp, 1, ret, ce);
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}
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}
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void _set_mouse_position(const Point2i &p_position) {
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if (mouse_position == p_position) {
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return;
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}
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mouse_position = p_position;
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_set_window_over(Rect2i(Point2i(0, 0), window_get_size()).has_point(p_position));
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}
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void _set_window_over(bool p_over) {
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if (p_over == window_over) {
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return;
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}
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window_over = p_over;
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_send_window_event(p_over ? WINDOW_EVENT_MOUSE_ENTER : WINDOW_EVENT_MOUSE_EXIT);
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}
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void _send_window_event(WindowEvent p_event) {
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if (!event_callback.is_null()) {
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Variant event = int(p_event);
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Variant *eventp = &event;
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Variant ret;
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Callable::CallError ce;
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event_callback.callp((const Variant **)&eventp, 1, ret, ce);
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}
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}
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public:
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bool has_feature(Feature p_feature) const override {
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switch (p_feature) {
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case FEATURE_MOUSE:
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case FEATURE_CURSOR_SHAPE:
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return true;
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default: {
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}
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}
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return false;
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}
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String get_name() const override { return "mock"; }
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// You can simulate DisplayServer-events by calling this function.
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// The events will be deliverd to Godot's Input-system.
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// Mouse-events (Button & Motion) will additionally update the DisplayServer's mouse position.
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// For Mouse motion events, the `relative`-property is set based on the distance to the previous mouse position.
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void simulate_event(Ref<InputEvent> p_event) {
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Ref<InputEvent> event = p_event;
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Ref<InputEventMouse> me = p_event;
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if (me.is_valid()) {
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Ref<InputEventMouseMotion> mm = p_event;
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if (mm.is_valid()) {
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mm->set_relative(mm->get_position() - mouse_position);
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event = mm;
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}
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_set_mouse_position(me->get_position());
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}
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Input::get_singleton()->parse_input_event(event);
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}
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// Returns the current cursor shape.
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CursorShape get_cursor_shape() {
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return cursor_shape;
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}
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virtual Point2i mouse_get_position() const override { return mouse_position; }
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virtual Size2i window_get_size(WindowID p_window = MAIN_WINDOW_ID) const override {
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return Size2i(1920, 1080);
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}
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virtual void cursor_set_shape(CursorShape p_shape) override {
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cursor_shape = p_shape;
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}
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virtual void window_set_window_event_callback(const Callable &p_callable, WindowID p_window = MAIN_WINDOW_ID) override {
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event_callback = p_callable;
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}
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virtual void window_set_input_event_callback(const Callable &p_callable, WindowID p_window = MAIN_WINDOW_ID) override {
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input_event_callback = p_callable;
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}
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static void register_mock_driver() {
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register_create_function("mock", create_func, get_rendering_drivers_func);
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}
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DisplayServerMock() {
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Input::get_singleton()->set_event_dispatch_function(_dispatch_input_events);
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}
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~DisplayServerMock() {}
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};
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#endif // DISPLAY_SERVER_MOCK_H
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