527 lines
20 KiB
GDScript
527 lines
20 KiB
GDScript
# GdUnit generated TestSuite
|
|
extends GdUnitTestSuite
|
|
|
|
# TestSuite generated from
|
|
const __source = 'res://addons/gdUnit4/src/core/GdUnitSceneRunner.gd'
|
|
|
|
|
|
var _runner :GdUnitSceneRunner
|
|
var _scene_spy :Node
|
|
|
|
|
|
func before_test():
|
|
_scene_spy = spy("res://addons/gdUnit4/test/mocker/resources/scenes/TestScene.tscn")
|
|
_runner = scene_runner(_scene_spy)
|
|
assert_inital_mouse_state()
|
|
assert_inital_key_state()
|
|
|
|
|
|
# asserts to KeyList Enums
|
|
func assert_inital_key_state():
|
|
# scacode 4194304-4194415
|
|
for key in range(KEY_SPECIAL, KEY_LAUNCHF):
|
|
assert_that(Input.is_key_pressed(key)).is_false()
|
|
assert_that(Input.is_physical_key_pressed(key)).is_false()
|
|
# keycode 32-255
|
|
for key in range(KEY_SPACE, KEY_SECTION):
|
|
assert_that(Input.is_key_pressed(key)).is_false()
|
|
assert_that(Input.is_physical_key_pressed(key)).is_false()
|
|
|
|
|
|
#asserts to Mouse ButtonList Enums
|
|
func assert_inital_mouse_state():
|
|
for button in [
|
|
MOUSE_BUTTON_LEFT,
|
|
MOUSE_BUTTON_MIDDLE,
|
|
MOUSE_BUTTON_RIGHT,
|
|
MOUSE_BUTTON_XBUTTON1,
|
|
MOUSE_BUTTON_XBUTTON2,
|
|
MOUSE_BUTTON_WHEEL_UP,
|
|
MOUSE_BUTTON_WHEEL_DOWN,
|
|
MOUSE_BUTTON_WHEEL_LEFT,
|
|
MOUSE_BUTTON_WHEEL_RIGHT,
|
|
]:
|
|
assert_that(Input.is_mouse_button_pressed(button)).is_false()
|
|
assert_that(Input.get_mouse_button_mask()).is_equal(0)
|
|
|
|
|
|
func test_reset_to_inital_state_on_release():
|
|
var runner = scene_runner("res://addons/gdUnit4/test/mocker/resources/scenes/TestScene.tscn")
|
|
# simulate mouse buttons and key press but we never released it
|
|
runner.simulate_mouse_button_press(MOUSE_BUTTON_LEFT)
|
|
runner.simulate_mouse_button_press(MOUSE_BUTTON_RIGHT)
|
|
runner.simulate_mouse_button_press(MOUSE_BUTTON_MIDDLE)
|
|
runner.simulate_key_press(KEY_0)
|
|
runner.simulate_key_press(KEY_X)
|
|
await await_idle_frame()
|
|
assert_that(Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)).is_true()
|
|
assert_that(Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT)).is_true()
|
|
assert_that(Input.is_mouse_button_pressed(MOUSE_BUTTON_MIDDLE)).is_true()
|
|
assert_that(Input.is_key_pressed(KEY_0)).is_true()
|
|
assert_that(Input.is_key_pressed(KEY_X)).is_true()
|
|
# unreference the scene runner to enforce reset to initial Input state
|
|
runner._notification(NOTIFICATION_PREDELETE)
|
|
await await_idle_frame()
|
|
assert_that(Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)).is_false()
|
|
assert_that(Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT)).is_false()
|
|
assert_that(Input.is_mouse_button_pressed(MOUSE_BUTTON_MIDDLE)).is_false()
|
|
assert_that(Input.is_key_pressed(KEY_0)).is_false()
|
|
assert_that(Input.is_key_pressed(KEY_X)).is_false()
|
|
|
|
|
|
func test_simulate_key_press() -> void:
|
|
# iterate over some example keys
|
|
for key in [KEY_A, KEY_D, KEY_X, KEY_0]:
|
|
_runner.simulate_key_press(key)
|
|
await await_idle_frame()
|
|
|
|
var event := InputEventKey.new()
|
|
event.keycode = key
|
|
event.physical_keycode = key
|
|
event.pressed = true
|
|
verify(_scene_spy, 1)._input(event)
|
|
assert_that(Input.is_key_pressed(key)).is_true()
|
|
# verify all this keys are still handled as pressed
|
|
assert_that(Input.is_key_pressed(KEY_A)).is_true()
|
|
assert_that(Input.is_key_pressed(KEY_D)).is_true()
|
|
assert_that(Input.is_key_pressed(KEY_X)).is_true()
|
|
assert_that(Input.is_key_pressed(KEY_0)).is_true()
|
|
# other keys are not pressed
|
|
assert_that(Input.is_key_pressed(KEY_B)).is_false()
|
|
assert_that(Input.is_key_pressed(KEY_G)).is_false()
|
|
assert_that(Input.is_key_pressed(KEY_Z)).is_false()
|
|
assert_that(Input.is_key_pressed(KEY_1)).is_false()
|
|
|
|
|
|
func test_simulate_key_press_with_modifiers() -> void:
|
|
# press shift key + A
|
|
_runner.simulate_key_press(KEY_SHIFT)
|
|
_runner.simulate_key_press(KEY_A)
|
|
await await_idle_frame()
|
|
|
|
# results in two events, first is the shift key is press
|
|
var event := InputEventKey.new()
|
|
event.keycode = KEY_SHIFT
|
|
event.physical_keycode = KEY_SHIFT
|
|
event.pressed = true
|
|
event.shift_pressed = true
|
|
verify(_scene_spy, 1)._input(event)
|
|
|
|
# second is the comnbination of current press shift and key A
|
|
event = InputEventKey.new()
|
|
event.keycode = KEY_A
|
|
event.physical_keycode = KEY_A
|
|
event.pressed = true
|
|
event.shift_pressed = true
|
|
verify(_scene_spy, 1)._input(event)
|
|
assert_that(Input.is_key_pressed(KEY_SHIFT)).is_true()
|
|
assert_that(Input.is_key_pressed(KEY_A)).is_true()
|
|
|
|
|
|
func test_simulate_many_keys_press() -> void:
|
|
# press and hold keys W and Z
|
|
_runner.simulate_key_press(KEY_W)
|
|
_runner.simulate_key_press(KEY_Z)
|
|
await await_idle_frame()
|
|
|
|
assert_that(Input.is_key_pressed(KEY_W)).is_true()
|
|
assert_that(Input.is_physical_key_pressed(KEY_W)).is_true()
|
|
assert_that(Input.is_key_pressed(KEY_Z)).is_true()
|
|
assert_that(Input.is_physical_key_pressed(KEY_Z)).is_true()
|
|
|
|
#now release key w
|
|
_runner.simulate_key_release(KEY_W)
|
|
await await_idle_frame()
|
|
|
|
assert_that(Input.is_key_pressed(KEY_W)).is_false()
|
|
assert_that(Input.is_physical_key_pressed(KEY_W)).is_false()
|
|
assert_that(Input.is_key_pressed(KEY_Z)).is_true()
|
|
assert_that(Input.is_physical_key_pressed(KEY_Z)).is_true()
|
|
|
|
|
|
func test_simulate_keypressed_as_action() -> void:
|
|
# add custom action `player_jump` for key 'Space' is pressed
|
|
var event := InputEventKey.new()
|
|
event.keycode = KEY_SPACE
|
|
InputMap.add_action("player_jump")
|
|
InputMap.action_add_event("player_jump", event)
|
|
var runner := scene_runner("res://addons/gdUnit4/test/core/resources/scenes/input_actions/InputEventTestScene.tscn")
|
|
|
|
# precondition checks
|
|
var action_event = InputMap.action_get_events("player_jump")
|
|
assert_array(action_event).contains_exactly([event])
|
|
assert_bool(Input.is_action_just_released("player_jump", true)).is_false()
|
|
assert_bool(Input.is_action_just_released("ui_accept", true)).is_false()
|
|
assert_bool(Input.is_action_just_released("ui_select", true)).is_false()
|
|
assert_bool(runner.scene()._player_jump_action_released).is_false()
|
|
|
|
# test a key event is trigger action event
|
|
# simulate press space
|
|
runner.simulate_key_pressed(KEY_SPACE)
|
|
# it is important do not wait for next frame here, otherwise the input action cache is cleared and can't be use to verify
|
|
assert_bool(Input.is_action_just_released("player_jump", true)).is_true()
|
|
assert_bool(Input.is_action_just_released("ui_accept", true)).is_true()
|
|
assert_bool(Input.is_action_just_released("ui_select", true)).is_true()
|
|
assert_bool(runner.scene()._player_jump_action_released).is_true()
|
|
|
|
# test a key event is not trigger the custom action event
|
|
# simulate press only space+ctrl
|
|
runner._reset_input_to_default()
|
|
runner.simulate_key_pressed(KEY_SPACE, false, true)
|
|
# it is important do not wait for next frame here, otherwise the input action cache is cleared and can't be use to verify
|
|
assert_bool(Input.is_action_just_released("player_jump", true)).is_false()
|
|
assert_bool(Input.is_action_just_released("ui_accept", true)).is_false()
|
|
assert_bool(Input.is_action_just_released("ui_select", true)).is_false()
|
|
assert_bool(runner.scene()._player_jump_action_released).is_false()
|
|
|
|
# cleanup custom action
|
|
InputMap.erase_action("player_jump")
|
|
InputMap.action_erase_events("player_jump")
|
|
|
|
|
|
func test_simulate_set_mouse_pos():
|
|
# save current global mouse pos
|
|
var gmp := _runner.get_global_mouse_position()
|
|
# set mouse to pos 100, 100
|
|
_runner.set_mouse_pos(Vector2(100, 100))
|
|
await await_idle_frame()
|
|
var event := InputEventMouseMotion.new()
|
|
event.position = Vector2(100, 100)
|
|
event.global_position = gmp
|
|
verify(_scene_spy, 1)._input(event)
|
|
|
|
# set mouse to pos 800, 400
|
|
gmp = _runner.get_global_mouse_position()
|
|
_runner.set_mouse_pos(Vector2(800, 400))
|
|
await await_idle_frame()
|
|
event = InputEventMouseMotion.new()
|
|
event.position = Vector2(800, 400)
|
|
event.global_position = gmp
|
|
verify(_scene_spy, 1)._input(event)
|
|
|
|
# and again back to 100,100
|
|
gmp = _runner.get_global_mouse_position()
|
|
_runner.set_mouse_pos(Vector2(100, 100))
|
|
await await_idle_frame()
|
|
event = InputEventMouseMotion.new()
|
|
event.position = Vector2(100, 100)
|
|
event.global_position = gmp
|
|
verify(_scene_spy, 1)._input(event)
|
|
|
|
|
|
func test_simulate_set_mouse_pos_with_modifiers():
|
|
var is_alt := false
|
|
var is_control := false
|
|
var is_shift := false
|
|
|
|
for modifier in [KEY_SHIFT, KEY_CTRL, KEY_ALT]:
|
|
is_alt = is_alt or KEY_ALT == modifier
|
|
is_control = is_control or KEY_CTRL == modifier
|
|
is_shift = is_shift or KEY_SHIFT == modifier
|
|
|
|
for mouse_button in [MOUSE_BUTTON_LEFT, MOUSE_BUTTON_MIDDLE, MOUSE_BUTTON_RIGHT]:
|
|
# simulate press shift, set mouse pos and final press mouse button
|
|
var gmp := _runner.get_global_mouse_position()
|
|
_runner.simulate_key_press(modifier)
|
|
_runner.set_mouse_pos(Vector2.ZERO)
|
|
_runner.simulate_mouse_button_press(mouse_button)
|
|
await await_idle_frame()
|
|
|
|
var event := InputEventMouseButton.new()
|
|
event.position = Vector2.ZERO
|
|
event.global_position = gmp
|
|
event.alt_pressed = is_alt
|
|
event.ctrl_pressed = is_control
|
|
event.shift_pressed = is_shift
|
|
event.pressed = true
|
|
event.button_index = mouse_button
|
|
event.button_mask = GdUnitSceneRunnerImpl.MAP_MOUSE_BUTTON_MASKS.get(mouse_button)
|
|
verify(_scene_spy, 1)._input(event)
|
|
assert_that(Input.is_mouse_button_pressed(mouse_button)).is_true()
|
|
# finally release it
|
|
_runner.simulate_mouse_button_release(mouse_button)
|
|
await await_idle_frame()
|
|
|
|
|
|
func test_simulate_mouse_move():
|
|
_runner.set_mouse_pos(Vector2(10, 10))
|
|
var gmp := _runner.get_global_mouse_position()
|
|
_runner.simulate_mouse_move(Vector2(400, 100))
|
|
await await_idle_frame()
|
|
|
|
var event = InputEventMouseMotion.new()
|
|
event.position = Vector2(400, 100)
|
|
event.global_position = gmp
|
|
event.relative = Vector2(400, 100) - Vector2(10, 10)
|
|
verify(_scene_spy, 1)._input(event)
|
|
|
|
# move mouse to next pos
|
|
gmp = _runner.get_global_mouse_position()
|
|
_runner.simulate_mouse_move(Vector2(55, 42))
|
|
await await_idle_frame()
|
|
|
|
event = InputEventMouseMotion.new()
|
|
event.position = Vector2(55, 42)
|
|
event.global_position = gmp
|
|
event.relative = Vector2(55, 42) - Vector2(400, 100)
|
|
verify(_scene_spy, 1)._input(event)
|
|
|
|
|
|
func test_simulate_mouse_move_relative():
|
|
#OS.window_minimized = false
|
|
_runner.set_mouse_pos(Vector2(10, 10))
|
|
await await_idle_frame()
|
|
assert_that(_runner.get_mouse_position()).is_equal(Vector2(10, 10))
|
|
|
|
# move the mouse in time of 1 second
|
|
# the final position is current + relative = Vector2(10, 10) + (Vector2(900, 400)
|
|
await _runner.simulate_mouse_move_relative(Vector2(900, 400), 1)
|
|
assert_vector(_runner.get_mouse_position()).is_equal_approx(Vector2(910, 410), Vector2.ONE)
|
|
|
|
# move the mouse back in time of 0.1 second
|
|
# Use the negative value of the previously moved action to move it back to the starting position
|
|
await _runner.simulate_mouse_move_relative(Vector2(-900, -400), 0.1)
|
|
assert_vector(_runner.get_mouse_position()).is_equal_approx(Vector2(10, 10), Vector2.ONE)
|
|
|
|
|
|
func test_simulate_mouse_move_absolute():
|
|
#OS.window_minimized = false
|
|
_runner.set_mouse_pos(Vector2(10, 10))
|
|
await await_idle_frame()
|
|
assert_that(_runner.get_mouse_position()).is_equal(Vector2(10, 10))
|
|
|
|
# move the mouse in time of 1 second
|
|
await _runner.simulate_mouse_move_absolute(Vector2(900, 400), 1)
|
|
assert_vector(_runner.get_mouse_position()).is_equal_approx(Vector2(900, 400), Vector2.ONE)
|
|
|
|
# move the mouse back in time of 0.1 second
|
|
await _runner.simulate_mouse_move_absolute(Vector2(10, 10), 0.1)
|
|
assert_vector(_runner.get_mouse_position()).is_equal_approx(Vector2(10, 10), Vector2.ONE)
|
|
|
|
|
|
func test_simulate_mouse_button_press_left():
|
|
# simulate mouse button press and hold
|
|
var gmp := _runner.get_global_mouse_position()
|
|
_runner.simulate_mouse_button_press(MOUSE_BUTTON_LEFT)
|
|
await await_idle_frame()
|
|
|
|
var event := InputEventMouseButton.new()
|
|
event.position = Vector2.ZERO
|
|
event.global_position = gmp
|
|
event.pressed = true
|
|
event.button_index = MOUSE_BUTTON_LEFT
|
|
event.button_mask = GdUnitSceneRunnerImpl.MAP_MOUSE_BUTTON_MASKS.get(MOUSE_BUTTON_LEFT)
|
|
verify(_scene_spy, 1)._input(event)
|
|
assert_that(Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)).is_true()
|
|
|
|
|
|
func test_simulate_mouse_button_press_left_doubleclick():
|
|
# simulate mouse button press double_click
|
|
var gmp := _runner.get_global_mouse_position()
|
|
_runner.simulate_mouse_button_press(MOUSE_BUTTON_LEFT, true)
|
|
await await_idle_frame()
|
|
|
|
var event := InputEventMouseButton.new()
|
|
event.position = Vector2.ZERO
|
|
event.global_position = gmp
|
|
event.pressed = true
|
|
event.double_click = true
|
|
event.button_index = MOUSE_BUTTON_LEFT
|
|
event.button_mask = GdUnitSceneRunnerImpl.MAP_MOUSE_BUTTON_MASKS.get(MOUSE_BUTTON_LEFT)
|
|
verify(_scene_spy, 1)._input(event)
|
|
assert_that(Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)).is_true()
|
|
|
|
|
|
func test_simulate_mouse_button_press_right():
|
|
# simulate mouse button press and hold
|
|
var gmp := _runner.get_global_mouse_position()
|
|
_runner.simulate_mouse_button_press(MOUSE_BUTTON_RIGHT)
|
|
await await_idle_frame()
|
|
|
|
var event := InputEventMouseButton.new()
|
|
event.position = Vector2.ZERO
|
|
event.global_position = gmp
|
|
event.pressed = true
|
|
event.button_index = MOUSE_BUTTON_RIGHT
|
|
event.button_mask = GdUnitSceneRunnerImpl.MAP_MOUSE_BUTTON_MASKS.get(MOUSE_BUTTON_RIGHT)
|
|
verify(_scene_spy, 1)._input(event)
|
|
assert_that(Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT)).is_true()
|
|
|
|
|
|
func test_simulate_mouse_button_press_left_and_right():
|
|
# simulate mouse button press left+right
|
|
var gmp := _runner.get_global_mouse_position()
|
|
_runner.simulate_mouse_button_press(MOUSE_BUTTON_LEFT)
|
|
_runner.simulate_mouse_button_press(MOUSE_BUTTON_RIGHT)
|
|
await await_idle_frame()
|
|
|
|
# results in two events, first is left mouse button
|
|
var event := InputEventMouseButton.new()
|
|
event.position = Vector2.ZERO
|
|
event.global_position = gmp
|
|
event.pressed = true
|
|
event.button_index = MOUSE_BUTTON_LEFT
|
|
event.button_mask = MOUSE_BUTTON_MASK_LEFT
|
|
verify(_scene_spy, 1)._input(event)
|
|
|
|
# second is left+right and combined mask
|
|
event = InputEventMouseButton.new()
|
|
event.position = Vector2.ZERO
|
|
event.global_position = gmp
|
|
event.pressed = true
|
|
event.button_index = MOUSE_BUTTON_RIGHT
|
|
event.button_mask = MOUSE_BUTTON_MASK_LEFT|MOUSE_BUTTON_MASK_RIGHT
|
|
verify(_scene_spy, 1)._input(event)
|
|
assert_that(Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)).is_true()
|
|
assert_that(Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT)).is_true()
|
|
assert_that(Input.get_mouse_button_mask()).is_equal(MOUSE_BUTTON_MASK_LEFT|MOUSE_BUTTON_MASK_RIGHT)
|
|
|
|
|
|
func test_simulate_mouse_button_press_left_and_right_and_release():
|
|
# simulate mouse button press left+right
|
|
var gmp := _runner.get_global_mouse_position()
|
|
_runner.simulate_mouse_button_press(MOUSE_BUTTON_LEFT)
|
|
_runner.simulate_mouse_button_press(MOUSE_BUTTON_RIGHT)
|
|
await await_idle_frame()
|
|
|
|
# will results into two events
|
|
# first for left mouse button
|
|
var event := InputEventMouseButton.new()
|
|
event.position = Vector2.ZERO
|
|
event.global_position = gmp
|
|
event.pressed = true
|
|
event.button_index = MOUSE_BUTTON_LEFT
|
|
event.button_mask = MOUSE_BUTTON_MASK_LEFT
|
|
verify(_scene_spy, 1)._input(event)
|
|
|
|
# second is left+right and combined mask
|
|
event = InputEventMouseButton.new()
|
|
event.position = Vector2.ZERO
|
|
event.global_position = gmp
|
|
event.pressed = true
|
|
event.button_index = MOUSE_BUTTON_RIGHT
|
|
event.button_mask = MOUSE_BUTTON_MASK_LEFT|MOUSE_BUTTON_MASK_RIGHT
|
|
verify(_scene_spy, 1)._input(event)
|
|
assert_that(Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)).is_true()
|
|
assert_that(Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT)).is_true()
|
|
assert_that(Input.get_mouse_button_mask()).is_equal(MOUSE_BUTTON_MASK_LEFT|MOUSE_BUTTON_MASK_RIGHT)
|
|
|
|
# now release the right button
|
|
gmp = _runner.get_global_mouse_position()
|
|
_runner.simulate_mouse_button_pressed(MOUSE_BUTTON_RIGHT)
|
|
await await_idle_frame()
|
|
# will result in right button press false but stay with mask for left pressed
|
|
event = InputEventMouseButton.new()
|
|
event.position = Vector2.ZERO
|
|
event.global_position = gmp
|
|
event.pressed = false
|
|
event.button_index = MOUSE_BUTTON_RIGHT
|
|
event.button_mask = MOUSE_BUTTON_MASK_LEFT
|
|
verify(_scene_spy, 1)._input(event)
|
|
assert_that(Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)).is_true()
|
|
assert_that(Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT)).is_false()
|
|
assert_that(Input.get_mouse_button_mask()).is_equal(MOUSE_BUTTON_MASK_LEFT)
|
|
|
|
# finally relase left button
|
|
gmp = _runner.get_global_mouse_position()
|
|
_runner.simulate_mouse_button_pressed(MOUSE_BUTTON_LEFT)
|
|
await await_idle_frame()
|
|
# will result in right button press false but stay with mask for left pressed
|
|
event = InputEventMouseButton.new()
|
|
event.position = Vector2.ZERO
|
|
event.global_position = gmp
|
|
event.pressed = false
|
|
event.button_index = MOUSE_BUTTON_LEFT
|
|
event.button_mask = 0
|
|
verify(_scene_spy, 1)._input(event)
|
|
assert_that(Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)).is_false()
|
|
assert_that(Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT)).is_false()
|
|
assert_that(Input.get_mouse_button_mask()).is_equal(0)
|
|
|
|
|
|
func test_simulate_mouse_button_pressed():
|
|
for mouse_button in [MOUSE_BUTTON_LEFT, MOUSE_BUTTON_MIDDLE, MOUSE_BUTTON_RIGHT]:
|
|
# simulate mouse button press and release
|
|
var gmp := _runner.get_global_mouse_position()
|
|
_runner.simulate_mouse_button_pressed(mouse_button)
|
|
await await_idle_frame()
|
|
|
|
# it genrates two events, first for press and second as released
|
|
var event := InputEventMouseButton.new()
|
|
event.position = Vector2.ZERO
|
|
event.global_position = gmp
|
|
event.pressed = true
|
|
event.button_index = mouse_button
|
|
event.button_mask = GdUnitSceneRunnerImpl.MAP_MOUSE_BUTTON_MASKS.get(mouse_button)
|
|
verify(_scene_spy, 1)._input(event)
|
|
|
|
event = InputEventMouseButton.new()
|
|
event.position = Vector2.ZERO
|
|
event.global_position = gmp
|
|
event.pressed = false
|
|
event.button_index = mouse_button
|
|
event.button_mask = 0
|
|
verify(_scene_spy, 1)._input(event)
|
|
assert_that(Input.is_mouse_button_pressed(mouse_button)).is_false()
|
|
verify(_scene_spy, 2)._input(any_class(InputEventMouseButton))
|
|
reset(_scene_spy)
|
|
|
|
func test_simulate_mouse_button_pressed_doubleclick():
|
|
for mouse_button in [MOUSE_BUTTON_LEFT, MOUSE_BUTTON_MIDDLE, MOUSE_BUTTON_RIGHT]:
|
|
# simulate mouse button press and release by double_click
|
|
var gmp := _runner.get_global_mouse_position()
|
|
_runner.simulate_mouse_button_pressed(mouse_button, true)
|
|
await await_idle_frame()
|
|
|
|
# it genrates two events, first for press and second as released
|
|
var event := InputEventMouseButton.new()
|
|
event.position = Vector2.ZERO
|
|
event.global_position = gmp
|
|
event.pressed = true
|
|
event.double_click = true
|
|
event.button_index = mouse_button
|
|
event.button_mask = GdUnitSceneRunnerImpl.MAP_MOUSE_BUTTON_MASKS.get(mouse_button)
|
|
verify(_scene_spy, 1)._input(event)
|
|
|
|
event = InputEventMouseButton.new()
|
|
event.position = Vector2.ZERO
|
|
event.global_position = gmp
|
|
event.pressed = false
|
|
event.double_click = false
|
|
event.button_index = mouse_button
|
|
event.button_mask = 0
|
|
verify(_scene_spy, 1)._input(event)
|
|
assert_that(Input.is_mouse_button_pressed(mouse_button)).is_false()
|
|
verify(_scene_spy, 2)._input(any_class(InputEventMouseButton))
|
|
reset(_scene_spy)
|
|
|
|
|
|
func test_simulate_mouse_button_press_and_release():
|
|
for mouse_button in [MOUSE_BUTTON_LEFT, MOUSE_BUTTON_MIDDLE, MOUSE_BUTTON_RIGHT]:
|
|
var gmp := _runner.get_global_mouse_position()
|
|
# simulate mouse button press and release
|
|
_runner.simulate_mouse_button_press(mouse_button)
|
|
await await_idle_frame()
|
|
|
|
var event := InputEventMouseButton.new()
|
|
event.position = Vector2.ZERO
|
|
event.global_position = gmp
|
|
event.pressed = true
|
|
event.button_index = mouse_button
|
|
event.button_mask = GdUnitSceneRunnerImpl.MAP_MOUSE_BUTTON_MASKS.get(mouse_button)
|
|
verify(_scene_spy, 1)._input(event)
|
|
assert_that(Input.is_mouse_button_pressed(mouse_button)).is_true()
|
|
|
|
# now simulate mouse button release
|
|
gmp = _runner.get_global_mouse_position()
|
|
_runner.simulate_mouse_button_release(mouse_button)
|
|
await await_idle_frame()
|
|
|
|
event = InputEventMouseButton.new()
|
|
event.position = Vector2.ZERO
|
|
event.global_position = gmp
|
|
event.pressed = false
|
|
event.button_index = mouse_button
|
|
#event.button_mask = 0
|
|
verify(_scene_spy, 1)._input(event)
|
|
assert_that(Input.is_mouse_button_pressed(mouse_button)).is_false()
|