mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-10 14:07:59 -06:00
test: improve input & map_builder test coverage
This commit is contained in:
332
tests/input.rs
332
tests/input.rs
@@ -1,39 +1,321 @@
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use glam::Vec2;
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use pacman::events::{GameCommand, GameEvent};
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use pacman::map::direction::Direction;
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use pacman::systems::input::{process_simple_key_events, Bindings, SimpleKeyEvent};
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use pacman::systems::input::{
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calculate_direction_from_delta, process_simple_key_events, update_touch_reference_position, Bindings, CursorPosition,
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SimpleKeyEvent, TouchData, TouchState, TOUCH_DIRECTION_THRESHOLD, TOUCH_EASING_DISTANCE_THRESHOLD,
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};
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use sdl2::keyboard::Keycode;
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use speculoos::prelude::*;
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#[test]
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fn resumes_previous_direction_when_secondary_key_released() {
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let mut bindings = Bindings::default();
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// Test modules for better organization
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mod keyboard_tests {
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use super::*;
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// Frame 1: Press W (Up) => emits Move Up
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let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::W)]);
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assert_that(&events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Up)))).is_true();
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#[test]
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fn key_down_emits_bound_command() {
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let mut bindings = Bindings::default();
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let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::W)]);
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assert_that(&events).contains(GameEvent::Command(GameCommand::MovePlayer(Direction::Up)));
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}
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// Frame 2: Press D (Right) => emits Move Right
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let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::D)]);
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assert_that(&events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Right)))).is_true();
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#[test]
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fn key_down_emits_non_movement_commands() {
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let mut bindings = Bindings::default();
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let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::P)]);
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assert_that(&events).contains(GameEvent::Command(GameCommand::TogglePause));
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}
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// Frame 3: Release D, no new key this frame => should continue previous key W (Up)
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let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyUp(Keycode::D)]);
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assert_that(&events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Up)))).is_true();
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#[test]
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fn unbound_key_emits_nothing() {
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let mut bindings = Bindings::default();
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let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::Z)]);
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assert_that(&events).is_empty();
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}
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#[test]
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fn movement_key_held_continues_across_frames() {
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let mut bindings = Bindings::default();
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process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::Left)]);
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let events = process_simple_key_events(&mut bindings, &[]);
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assert_that(&events).contains(GameEvent::Command(GameCommand::MovePlayer(Direction::Left)));
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}
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#[test]
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fn releasing_movement_key_stops_continuation() {
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let mut bindings = Bindings::default();
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process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::Up)]);
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let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyUp(Keycode::Up)]);
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assert_that(&events).is_empty();
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}
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#[test]
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fn multiple_movement_keys_resumes_previous_when_current_released() {
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let mut bindings = Bindings::default();
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process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::W)]);
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process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::D)]);
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let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyUp(Keycode::D)]);
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assert_that(&events).contains(GameEvent::Command(GameCommand::MovePlayer(Direction::Up)));
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}
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}
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#[test]
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fn holds_last_pressed_key_across_frames_when_no_new_input() {
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let mut bindings = Bindings::default();
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mod direction_calculation_tests {
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use super::*;
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// Frame 1: Press Left
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let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::Left)]);
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assert_that(&events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Left)))).is_true();
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#[test]
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fn prioritizes_horizontal_movement() {
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let test_cases = vec![
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(Vec2::new(6.0, 5.0), Direction::Right),
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(Vec2::new(-6.0, 5.0), Direction::Left),
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];
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// Frame 2: No input => continues Left
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let events = process_simple_key_events(&mut bindings, &[]);
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assert_that(&events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Left)))).is_true();
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for (delta, expected) in test_cases {
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assert_that(&calculate_direction_from_delta(delta)).is_equal_to(expected);
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}
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}
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// Frame 3: Release Left, no input remains => nothing emitted
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let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyUp(Keycode::Left)]);
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assert_that(&events.is_empty()).is_true();
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#[test]
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fn uses_vertical_when_dominant() {
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let test_cases = vec![
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(Vec2::new(3.0, 10.0), Direction::Down),
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(Vec2::new(3.0, -10.0), Direction::Up),
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];
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for (delta, expected) in test_cases {
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assert_that(&calculate_direction_from_delta(delta)).is_equal_to(expected);
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}
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}
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#[test]
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fn handles_zero_delta() {
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let delta = Vec2::ZERO;
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// Should default to Up when both components are zero
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assert_that(&calculate_direction_from_delta(delta)).is_equal_to(Direction::Up);
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}
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#[test]
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fn handles_equal_magnitudes() {
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// When x and y have equal absolute values, should prioritize vertical
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let delta = Vec2::new(5.0, 5.0);
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assert_that(&calculate_direction_from_delta(delta)).is_equal_to(Direction::Down);
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let delta = Vec2::new(-5.0, 5.0);
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assert_that(&calculate_direction_from_delta(delta)).is_equal_to(Direction::Down);
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}
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}
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mod touch_easing_tests {
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use super::*;
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#[test]
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fn easing_within_threshold_does_nothing() {
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let mut touch_data = TouchData::new(0, Vec2::new(100.0, 100.0));
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touch_data.current_pos = Vec2::new(100.0 + TOUCH_EASING_DISTANCE_THRESHOLD - 0.1, 100.0);
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let (_delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
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assert_that(&distance).is_less_than(TOUCH_EASING_DISTANCE_THRESHOLD);
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assert_that(&touch_data.start_pos).is_equal_to(Vec2::new(100.0, 100.0));
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}
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#[test]
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fn easing_beyond_threshold_moves_towards_target() {
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let mut touch_data = TouchData::new(0, Vec2::new(100.0, 100.0));
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touch_data.current_pos = Vec2::new(150.0, 100.0);
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let original_start_pos = touch_data.start_pos;
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let (_delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
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assert_that(&distance).is_greater_than(TOUCH_EASING_DISTANCE_THRESHOLD);
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assert_that(&touch_data.start_pos.x).is_greater_than(original_start_pos.x);
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assert_that(&touch_data.start_pos.x).is_less_than(touch_data.current_pos.x);
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}
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#[test]
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fn easing_overshoot_sets_to_target() {
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let mut touch_data = TouchData::new(0, Vec2::new(100.0, 100.0));
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touch_data.current_pos = Vec2::new(101.0, 100.0);
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let (_delta, _distance) = update_touch_reference_position(&mut touch_data, 10.0);
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assert_that(&touch_data.start_pos).is_equal_to(touch_data.current_pos);
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}
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#[test]
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fn easing_returns_correct_delta() {
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let mut touch_data = TouchData::new(0, Vec2::new(100.0, 100.0));
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touch_data.current_pos = Vec2::new(120.0, 110.0);
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let (delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
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let expected_delta = Vec2::new(20.0, 10.0);
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let expected_distance = expected_delta.length();
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assert_that(&delta).is_equal_to(expected_delta);
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assert_that(&distance).is_equal_to(expected_distance);
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}
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}
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// Integration tests for the full input system
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mod integration_tests {
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use super::*;
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fn mouse_motion_event(x: i32, y: i32) -> sdl2::event::Event {
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sdl2::event::Event::MouseMotion {
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x,
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y,
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xrel: 0,
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yrel: 0,
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mousestate: sdl2::mouse::MouseState::from_sdl_state(0),
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which: 0,
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window_id: 0,
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timestamp: 0,
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}
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}
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fn mouse_button_down_event(x: i32, y: i32) -> sdl2::event::Event {
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sdl2::event::Event::MouseButtonDown {
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x,
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y,
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mouse_btn: sdl2::mouse::MouseButton::Left,
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clicks: 1,
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which: 0,
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window_id: 0,
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timestamp: 0,
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}
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}
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fn mouse_button_up_event(x: i32, y: i32) -> sdl2::event::Event {
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sdl2::event::Event::MouseButtonUp {
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x,
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y,
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mouse_btn: sdl2::mouse::MouseButton::Left,
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clicks: 1,
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which: 0,
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window_id: 0,
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timestamp: 0,
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}
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}
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// Simplified helper for testing SDL integration
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fn run_input_system_with_events(events: Vec<sdl2::event::Event>, delta_time: f32) -> (CursorPosition, TouchState) {
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use bevy_ecs::{event::Events, system::RunSystemOnce, world::World};
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use pacman::systems::components::DeltaTime;
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use pacman::systems::input::input_system;
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let sdl_context = sdl2::init().expect("Failed to initialize SDL");
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let event_subsystem = sdl_context.event().expect("Failed to get event subsystem");
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let event_pump = sdl_context.event_pump().expect("Failed to create event pump");
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let mut world = World::new();
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world.insert_resource(Events::<GameEvent>::default());
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world.insert_resource(DeltaTime {
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seconds: delta_time,
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ticks: 1,
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});
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world.insert_resource(Bindings::default());
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world.insert_resource(CursorPosition::None);
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world.insert_resource(TouchState::default());
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world.insert_non_send_resource(event_pump);
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// Inject events into SDL's event queue
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for event in events {
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event_subsystem.push_event(event).expect("Failed to push event");
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}
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// Run the real input system
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world
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.run_system_once(input_system)
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.expect("Input system should run successfully");
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let cursor = *world.resource::<CursorPosition>();
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let touch_state = world.resource::<TouchState>().clone();
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(cursor, touch_state)
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}
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#[test]
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fn mouse_motion_updates_cursor_position() {
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let events = vec![mouse_motion_event(100, 200)];
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let (cursor, _touch_state) = run_input_system_with_events(events, 0.016);
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match cursor {
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CursorPosition::Some {
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position,
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remaining_time,
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} => {
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assert_that(&position).is_equal_to(Vec2::new(100.0, 200.0));
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assert_that(&remaining_time).is_equal_to(0.20);
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}
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CursorPosition::None => panic!("Expected cursor position to be set"),
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}
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}
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#[test]
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fn mouse_button_down_starts_touch() {
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let events = vec![mouse_button_down_event(150, 250)];
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let (_cursor, touch_state) = run_input_system_with_events(events, 0.016);
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assert_that(&touch_state.active_touch).is_some();
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if let Some(touch_data) = &touch_state.active_touch {
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assert_that(&touch_data.finger_id).is_equal_to(0);
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assert_that(&touch_data.start_pos).is_equal_to(Vec2::new(150.0, 250.0));
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}
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}
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#[test]
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fn mouse_button_up_ends_touch() {
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let events = vec![mouse_button_down_event(150, 250), mouse_button_up_event(150, 250)];
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let (_cursor, touch_state) = run_input_system_with_events(events, 0.016);
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assert_that(&touch_state.active_touch).is_none();
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}
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}
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// Touch direction tests
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mod touch_direction_tests {
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use super::*;
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#[test]
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fn movement_above_threshold_emits_direction() {
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let mut touch_data = TouchData::new(1, Vec2::new(100.0, 100.0));
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touch_data.current_pos = Vec2::new(100.0 + TOUCH_DIRECTION_THRESHOLD + 5.0, 100.0);
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let (delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
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assert_that(&distance).is_greater_than_or_equal_to(TOUCH_DIRECTION_THRESHOLD);
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let direction = calculate_direction_from_delta(delta);
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assert_that(&direction).is_equal_to(Direction::Right);
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}
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#[test]
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fn movement_below_threshold_no_direction() {
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let mut touch_data = TouchData::new(1, Vec2::new(100.0, 100.0));
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touch_data.current_pos = Vec2::new(100.0 + TOUCH_DIRECTION_THRESHOLD - 1.0, 100.0);
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let (_delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
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assert_that(&distance).is_less_than(TOUCH_DIRECTION_THRESHOLD);
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}
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#[test]
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fn all_directions_work_correctly() {
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let test_cases = vec![
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(Vec2::new(TOUCH_DIRECTION_THRESHOLD + 5.0, 0.0), Direction::Right),
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(Vec2::new(-TOUCH_DIRECTION_THRESHOLD - 5.0, 0.0), Direction::Left),
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(Vec2::new(0.0, TOUCH_DIRECTION_THRESHOLD + 5.0), Direction::Down),
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(Vec2::new(0.0, -TOUCH_DIRECTION_THRESHOLD - 5.0), Direction::Up),
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];
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for (offset, expected_direction) in test_cases {
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let mut touch_data = TouchData::new(1, Vec2::new(100.0, 100.0));
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touch_data.current_pos = Vec2::new(100.0, 100.0) + offset;
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let (delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
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assert_that(&distance).is_greater_than_or_equal_to(TOUCH_DIRECTION_THRESHOLD);
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let direction = calculate_direction_from_delta(delta);
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assert_that(&direction).is_equal_to(expected_direction);
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}
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}
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}
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