/**************************************************************************/ /* 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. */ /* 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 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 input_event; input_event.instantiate(); SIGNAL_WATCH(*input_event, CoreStringName(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, CoreStringName(changed)); } TEST_CASE("[InputEvent] Test accumulate") { Ref iemm1, iemm2; Ref 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 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 iemm1; iemm1.instantiate(); iemm1->set_position(Vector2(0.0f, 0.0f)); Transform2D transform; transform = transform.translated(Vector2(2.0f, 3.0f)); Ref iemm2 = iemm1->xformed_by(transform); CHECK(iemm2->get_position().is_equal_approx(Vector2(2.0f, 3.0f))); } } // namespace TestInputEvent #endif // TEST_INPUT_EVENT_H