pollen-not-included/addons/gdUnit4/test/core/GdUnitSceneRunnerInputEventTest.gd
2024-05-02 09:36:31 +01:00

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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()