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()); }