Files
Pac-Man/tests/input.rs
2025-09-06 12:15:05 -05:00

322 lines
12 KiB
Rust

use glam::Vec2;
use pacman::events::{GameCommand, GameEvent};
use pacman::map::direction::Direction;
use pacman::systems::input::{
calculate_direction_from_delta, process_simple_key_events, update_touch_reference_position, Bindings, CursorPosition,
SimpleKeyEvent, TouchData, TouchState, TOUCH_DIRECTION_THRESHOLD, TOUCH_EASING_DISTANCE_THRESHOLD,
};
use sdl2::keyboard::Keycode;
use speculoos::prelude::*;
// Test modules for better organization
mod keyboard_tests {
use super::*;
#[test]
fn key_down_emits_bound_command() {
let mut bindings = Bindings::default();
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::W)]);
assert_that(&events).contains(GameEvent::Command(GameCommand::MovePlayer(Direction::Up)));
}
#[test]
fn key_down_emits_non_movement_commands() {
let mut bindings = Bindings::default();
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::P)]);
assert_that(&events).contains(GameEvent::Command(GameCommand::TogglePause));
}
#[test]
fn unbound_key_emits_nothing() {
let mut bindings = Bindings::default();
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::Z)]);
assert_that(&events).is_empty();
}
#[test]
fn movement_key_held_continues_across_frames() {
let mut bindings = Bindings::default();
process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::Left)]);
let events = process_simple_key_events(&mut bindings, &[]);
assert_that(&events).contains(GameEvent::Command(GameCommand::MovePlayer(Direction::Left)));
}
#[test]
fn releasing_movement_key_stops_continuation() {
let mut bindings = Bindings::default();
process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::Up)]);
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyUp(Keycode::Up)]);
assert_that(&events).is_empty();
}
#[test]
fn multiple_movement_keys_resumes_previous_when_current_released() {
let mut bindings = Bindings::default();
process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::W)]);
process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::D)]);
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyUp(Keycode::D)]);
assert_that(&events).contains(GameEvent::Command(GameCommand::MovePlayer(Direction::Up)));
}
}
mod direction_calculation_tests {
use super::*;
#[test]
fn prioritizes_horizontal_movement() {
let test_cases = vec![
(Vec2::new(6.0, 5.0), Direction::Right),
(Vec2::new(-6.0, 5.0), Direction::Left),
];
for (delta, expected) in test_cases {
assert_that(&calculate_direction_from_delta(delta)).is_equal_to(expected);
}
}
#[test]
fn uses_vertical_when_dominant() {
let test_cases = vec![
(Vec2::new(3.0, 10.0), Direction::Down),
(Vec2::new(3.0, -10.0), Direction::Up),
];
for (delta, expected) in test_cases {
assert_that(&calculate_direction_from_delta(delta)).is_equal_to(expected);
}
}
#[test]
fn handles_zero_delta() {
let delta = Vec2::ZERO;
// Should default to Up when both components are zero
assert_that(&calculate_direction_from_delta(delta)).is_equal_to(Direction::Up);
}
#[test]
fn handles_equal_magnitudes() {
// When x and y have equal absolute values, should prioritize vertical
let delta = Vec2::new(5.0, 5.0);
assert_that(&calculate_direction_from_delta(delta)).is_equal_to(Direction::Down);
let delta = Vec2::new(-5.0, 5.0);
assert_that(&calculate_direction_from_delta(delta)).is_equal_to(Direction::Down);
}
}
mod touch_easing_tests {
use super::*;
#[test]
fn easing_within_threshold_does_nothing() {
let mut touch_data = TouchData::new(0, Vec2::new(100.0, 100.0));
touch_data.current_pos = Vec2::new(100.0 + TOUCH_EASING_DISTANCE_THRESHOLD - 0.1, 100.0);
let (_delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
assert_that(&distance).is_less_than(TOUCH_EASING_DISTANCE_THRESHOLD);
assert_that(&touch_data.start_pos).is_equal_to(Vec2::new(100.0, 100.0));
}
#[test]
fn easing_beyond_threshold_moves_towards_target() {
let mut touch_data = TouchData::new(0, Vec2::new(100.0, 100.0));
touch_data.current_pos = Vec2::new(150.0, 100.0);
let original_start_pos = touch_data.start_pos;
let (_delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
assert_that(&distance).is_greater_than(TOUCH_EASING_DISTANCE_THRESHOLD);
assert_that(&touch_data.start_pos.x).is_greater_than(original_start_pos.x);
assert_that(&touch_data.start_pos.x).is_less_than(touch_data.current_pos.x);
}
#[test]
fn easing_overshoot_sets_to_target() {
let mut touch_data = TouchData::new(0, Vec2::new(100.0, 100.0));
touch_data.current_pos = Vec2::new(101.0, 100.0);
let (_delta, _distance) = update_touch_reference_position(&mut touch_data, 10.0);
assert_that(&touch_data.start_pos).is_equal_to(touch_data.current_pos);
}
#[test]
fn easing_returns_correct_delta() {
let mut touch_data = TouchData::new(0, Vec2::new(100.0, 100.0));
touch_data.current_pos = Vec2::new(120.0, 110.0);
let (delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
let expected_delta = Vec2::new(20.0, 10.0);
let expected_distance = expected_delta.length();
assert_that(&delta).is_equal_to(expected_delta);
assert_that(&distance).is_equal_to(expected_distance);
}
}
// Integration tests for the full input system
mod integration_tests {
use super::*;
fn mouse_motion_event(x: i32, y: i32) -> sdl2::event::Event {
sdl2::event::Event::MouseMotion {
x,
y,
xrel: 0,
yrel: 0,
mousestate: sdl2::mouse::MouseState::from_sdl_state(0),
which: 0,
window_id: 0,
timestamp: 0,
}
}
fn mouse_button_down_event(x: i32, y: i32) -> sdl2::event::Event {
sdl2::event::Event::MouseButtonDown {
x,
y,
mouse_btn: sdl2::mouse::MouseButton::Left,
clicks: 1,
which: 0,
window_id: 0,
timestamp: 0,
}
}
fn mouse_button_up_event(x: i32, y: i32) -> sdl2::event::Event {
sdl2::event::Event::MouseButtonUp {
x,
y,
mouse_btn: sdl2::mouse::MouseButton::Left,
clicks: 1,
which: 0,
window_id: 0,
timestamp: 0,
}
}
// Simplified helper for testing SDL integration
fn run_input_system_with_events(events: Vec<sdl2::event::Event>, delta_time: f32) -> (CursorPosition, TouchState) {
use bevy_ecs::{event::Events, system::RunSystemOnce, world::World};
use pacman::systems::components::DeltaTime;
use pacman::systems::input::input_system;
let sdl_context = sdl2::init().expect("Failed to initialize SDL");
let event_subsystem = sdl_context.event().expect("Failed to get event subsystem");
let event_pump = sdl_context.event_pump().expect("Failed to create event pump");
let mut world = World::new();
world.insert_resource(Events::<GameEvent>::default());
world.insert_resource(DeltaTime {
seconds: delta_time,
ticks: 1,
});
world.insert_resource(Bindings::default());
world.insert_resource(CursorPosition::None);
world.insert_resource(TouchState::default());
world.insert_non_send_resource(event_pump);
// Inject events into SDL's event queue
for event in events {
event_subsystem.push_event(event).expect("Failed to push event");
}
// Run the real input system
world
.run_system_once(input_system)
.expect("Input system should run successfully");
let cursor = *world.resource::<CursorPosition>();
let touch_state = world.resource::<TouchState>().clone();
(cursor, touch_state)
}
#[test]
fn mouse_motion_updates_cursor_position() {
let events = vec![mouse_motion_event(100, 200)];
let (cursor, _touch_state) = run_input_system_with_events(events, 0.016);
match cursor {
CursorPosition::Some {
position,
remaining_time,
} => {
assert_that(&position).is_equal_to(Vec2::new(100.0, 200.0));
assert_that(&remaining_time).is_equal_to(0.20);
}
CursorPosition::None => panic!("Expected cursor position to be set"),
}
}
#[test]
fn mouse_button_down_starts_touch() {
let events = vec![mouse_button_down_event(150, 250)];
let (_cursor, touch_state) = run_input_system_with_events(events, 0.016);
assert_that(&touch_state.active_touch).is_some();
if let Some(touch_data) = &touch_state.active_touch {
assert_that(&touch_data.finger_id).is_equal_to(0);
assert_that(&touch_data.start_pos).is_equal_to(Vec2::new(150.0, 250.0));
}
}
#[test]
fn mouse_button_up_ends_touch() {
let events = vec![mouse_button_down_event(150, 250), mouse_button_up_event(150, 250)];
let (_cursor, touch_state) = run_input_system_with_events(events, 0.016);
assert_that(&touch_state.active_touch).is_none();
}
}
// Touch direction tests
mod touch_direction_tests {
use super::*;
#[test]
fn movement_above_threshold_emits_direction() {
let mut touch_data = TouchData::new(1, Vec2::new(100.0, 100.0));
touch_data.current_pos = Vec2::new(100.0 + TOUCH_DIRECTION_THRESHOLD + 5.0, 100.0);
let (delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
assert_that(&distance).is_greater_than_or_equal_to(TOUCH_DIRECTION_THRESHOLD);
let direction = calculate_direction_from_delta(delta);
assert_that(&direction).is_equal_to(Direction::Right);
}
#[test]
fn movement_below_threshold_no_direction() {
let mut touch_data = TouchData::new(1, Vec2::new(100.0, 100.0));
touch_data.current_pos = Vec2::new(100.0 + TOUCH_DIRECTION_THRESHOLD - 1.0, 100.0);
let (_delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
assert_that(&distance).is_less_than(TOUCH_DIRECTION_THRESHOLD);
}
#[test]
fn all_directions_work_correctly() {
let test_cases = vec![
(Vec2::new(TOUCH_DIRECTION_THRESHOLD + 5.0, 0.0), Direction::Right),
(Vec2::new(-TOUCH_DIRECTION_THRESHOLD - 5.0, 0.0), Direction::Left),
(Vec2::new(0.0, TOUCH_DIRECTION_THRESHOLD + 5.0), Direction::Down),
(Vec2::new(0.0, -TOUCH_DIRECTION_THRESHOLD - 5.0), Direction::Up),
];
for (offset, expected_direction) in test_cases {
let mut touch_data = TouchData::new(1, Vec2::new(100.0, 100.0));
touch_data.current_pos = Vec2::new(100.0, 100.0) + offset;
let (delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
assert_that(&distance).is_greater_than_or_equal_to(TOUCH_DIRECTION_THRESHOLD);
let direction = calculate_direction_from_delta(delta);
assert_that(&direction).is_equal_to(expected_direction);
}
}
}