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2 Commits

Author SHA1 Message Date
Ryan
5109457fcd test: add input tests 2025-08-19 09:40:59 -05:00
Ryan
5497e4b0b9 feat: improve input system to handle multiple keypress & release states 2025-08-19 09:35:55 -05:00
2 changed files with 110 additions and 33 deletions

View File

@@ -28,7 +28,7 @@ pub enum CursorPosition {
pub struct Bindings {
key_bindings: HashMap<Keycode, GameCommand>,
movement_keys: HashSet<Keycode>,
last_movement_key: Option<Keycode>,
pressed_movement_keys: Vec<Keycode>,
}
impl Default for Bindings {
@@ -67,11 +67,63 @@ impl Default for Bindings {
Self {
key_bindings,
movement_keys,
last_movement_key: None,
pressed_movement_keys: Vec::new(),
}
}
}
/// A simplified input event used for deterministic testing and logic reuse
/// without depending on SDL's event pump.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum SimpleKeyEvent {
KeyDown(Keycode),
KeyUp(Keycode),
}
/// Processes a frame's worth of simplified key events and returns the resulting
/// `GameEvent`s that would be emitted by the input system for that frame.
///
/// This mirrors the behavior of `input_system` for keyboard-related logic:
/// - KeyDown emits the bound command immediately (movement or otherwise)
/// - Tracks pressed movement keys in order to continue movement on subsequent frames
/// - KeyUp removes movement keys; if another movement key remains, it resumes
pub fn process_simple_key_events(bindings: &mut Bindings, frame_events: &[SimpleKeyEvent]) -> Vec<GameEvent> {
let mut emitted_events = Vec::new();
let mut movement_key_pressed = false;
for event in frame_events {
match *event {
SimpleKeyEvent::KeyDown(key) => {
if let Some(command) = bindings.key_bindings.get(&key).copied() {
emitted_events.push(GameEvent::Command(command));
}
if bindings.movement_keys.contains(&key) {
movement_key_pressed = true;
if !bindings.pressed_movement_keys.contains(&key) {
bindings.pressed_movement_keys.push(key);
}
}
}
SimpleKeyEvent::KeyUp(key) => {
if bindings.movement_keys.contains(&key) {
bindings.pressed_movement_keys.retain(|&k| k != key);
}
}
}
}
if !movement_key_pressed {
if let Some(&last_movement_key) = bindings.pressed_movement_keys.last() {
if let Some(command) = bindings.key_bindings.get(&last_movement_key).copied() {
emitted_events.push(GameEvent::Command(command));
}
}
}
emitted_events
}
pub fn input_system(
delta_time: Res<DeltaTime>,
mut bindings: ResMut<Bindings>,
@@ -79,11 +131,14 @@ pub fn input_system(
mut pump: NonSendMut<&'static mut EventPump>,
mut cursor: ResMut<CursorPosition>,
) {
let mut movement_key_pressed = false;
let mut cursor_seen = false;
// Collect all events for this frame.
let frame_events: Vec<Event> = pump.poll_iter().collect();
for event in pump.poll_iter() {
match event {
// Handle non-keyboard events inline and build a simplified keyboard event stream.
let mut simple_key_events = Vec::new();
for event in &frame_events {
match *event {
Event::Quit { .. } => {
writer.write(GameEvent::Command(GameCommand::Exit));
}
@@ -94,44 +149,28 @@ pub fn input_system(
};
cursor_seen = true;
}
Event::KeyUp {
repeat: false,
keycode: Some(key),
..
} => {
// If the last movement key was released, then forget it.
if let Some(last_movement_key) = bindings.last_movement_key {
if last_movement_key == key {
bindings.last_movement_key = None;
}
}
}
Event::KeyDown {
keycode: Some(key),
repeat: false,
..
} => {
let command = bindings.key_bindings.get(&key).copied();
if let Some(command) = command {
writer.write(GameEvent::Command(command));
}
if bindings.movement_keys.contains(&key) {
movement_key_pressed = true;
bindings.last_movement_key = Some(key);
}
simple_key_events.push(SimpleKeyEvent::KeyDown(key));
}
Event::KeyUp {
keycode: Some(key),
repeat: false,
..
} => {
simple_key_events.push(SimpleKeyEvent::KeyUp(key));
}
_ => {}
}
}
if let Some(last_movement_key) = bindings.last_movement_key {
if !movement_key_pressed {
let command = bindings.key_bindings.get(&last_movement_key).copied();
if let Some(command) = command {
writer.write(GameEvent::Command(command));
}
}
// Delegate keyboard handling to shared logic used by tests and production.
let emitted = process_simple_key_events(&mut bindings, &simple_key_events);
for event in emitted {
writer.write(event);
}
if let (false, CursorPosition::Some { remaining_time, .. }) = (cursor_seen, &mut *cursor) {

38
tests/input.rs Normal file
View File

@@ -0,0 +1,38 @@
use pacman::events::{GameCommand, GameEvent};
use pacman::map::direction::Direction;
use pacman::systems::input::{process_simple_key_events, Bindings, SimpleKeyEvent};
use sdl2::keyboard::Keycode;
#[test]
fn resumes_previous_direction_when_secondary_key_released() {
let mut bindings = Bindings::default();
// Frame 1: Press W (Up) => emits Move Up
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::W)]);
assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Up))));
// Frame 2: Press D (Right) => emits Move Right
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::D)]);
assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Right))));
// Frame 3: Release D, no new key this frame => should continue previous key W (Up)
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyUp(Keycode::D)]);
assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Up))));
}
#[test]
fn holds_last_pressed_key_across_frames_when_no_new_input() {
let mut bindings = Bindings::default();
// Frame 1: Press Left
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::Left)]);
assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Left))));
// Frame 2: No input => continues Left
let events = process_simple_key_events(&mut bindings, &[]);
assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Left))));
// Frame 3: Release Left, no input remains => nothing emitted
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyUp(Keycode::Left)]);
assert!(events.is_empty());
}