godot/tests/display_server_mock.h
Markus Sauermann 7de1b1a40d [unittests] Send Mouse events via DisplayServer instead of push_input
Currently Unittests simplify mouse-events by just pushing them to Viewports.
For dealing with mouse-screen-coordinates (caused by the introduction of
multiple native Windows) it becomes necessary to extend the
DisplayServer functionality for unittests.

This PR introduces DisplayServerMock based on DisplayServerHeadless,
which additionally supports basic Mouse-Input handling.
2023-01-29 21:29:39 +01:00

151 lines
5.7 KiB
C++

/**************************************************************************/
/* display_server_mock.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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#ifndef DISPLAY_SERVER_MOCK_H
#define DISPLAY_SERVER_MOCK_H
#include "servers/display_server_headless.h"
#include "servers/rendering/dummy/rasterizer_dummy.h"
// Specialized DisplayServer for unittests based on DisplayServerHeadless, that
// additionally supports rudimentary InputEvent handling and mouse position.
class DisplayServerMock : public DisplayServerHeadless {
private:
friend class DisplayServer;
Point2i mouse_position = Point2i(-1, -1); // Outside of Window.
bool window_over = false;
Callable event_callback;
Callable input_event_callback;
static Vector<String> get_rendering_drivers_func() {
Vector<String> drivers;
drivers.push_back("dummy");
return drivers;
}
static DisplayServer *create_func(const String &p_rendering_driver, DisplayServer::WindowMode p_mode, DisplayServer::VSyncMode p_vsync_mode, uint32_t p_flags, const Vector2i *p_position, const Vector2i &p_resolution, int p_screen, Error &r_error) {
r_error = OK;
RasterizerDummy::make_current();
return memnew(DisplayServerMock());
}
static void _dispatch_input_events(const Ref<InputEvent> &p_event) {
static_cast<DisplayServerMock *>(get_singleton())->_dispatch_input_event(p_event);
}
void _dispatch_input_event(const Ref<InputEvent> &p_event) {
Variant ev = p_event;
Variant *evp = &ev;
Variant ret;
Callable::CallError ce;
if (input_event_callback.is_valid()) {
input_event_callback.callp((const Variant **)&evp, 1, ret, ce);
}
}
void _set_mouse_position(const Point2i &p_position) {
if (mouse_position == p_position) {
return;
}
mouse_position = p_position;
_set_window_over(Rect2i(Point2i(0, 0), window_get_size()).has_point(p_position));
}
void _set_window_over(bool p_over) {
if (p_over == window_over) {
return;
}
window_over = p_over;
_send_window_event(p_over ? WINDOW_EVENT_MOUSE_ENTER : WINDOW_EVENT_MOUSE_EXIT);
}
void _send_window_event(WindowEvent p_event) {
if (!event_callback.is_null()) {
Variant event = int(p_event);
Variant *eventp = &event;
Variant ret;
Callable::CallError ce;
event_callback.callp((const Variant **)&eventp, 1, ret, ce);
}
}
public:
bool has_feature(Feature p_feature) const override {
switch (p_feature) {
case FEATURE_MOUSE:
return true;
default: {
}
}
return false;
}
String get_name() const override { return "mock"; }
// You can simulate DisplayServer-events by calling this function.
// The events will be deliverd to Godot's Input-system.
// Mouse-events (Button & Motion) will additionally update the DisplayServer's mouse position.
void simulate_event(Ref<InputEvent> p_event) {
Ref<InputEventMouse> me = p_event;
if (me.is_valid()) {
_set_mouse_position(me->get_position());
}
Input::get_singleton()->parse_input_event(p_event);
}
virtual Point2i mouse_get_position() const override { return mouse_position; }
virtual Size2i window_get_size(WindowID p_window = MAIN_WINDOW_ID) const override {
return Size2i(1920, 1080);
}
virtual void window_set_window_event_callback(const Callable &p_callable, WindowID p_window = MAIN_WINDOW_ID) override {
event_callback = p_callable;
}
virtual void window_set_input_event_callback(const Callable &p_callable, WindowID p_window = MAIN_WINDOW_ID) override {
input_event_callback = p_callable;
}
static void register_mock_driver() {
register_create_function("mock", create_func, get_rendering_drivers_func);
}
DisplayServerMock() {
Input::get_singleton()->set_event_dispatch_function(_dispatch_input_events);
}
~DisplayServerMock() {}
};
#endif // DISPLAY_SERVER_MOCK_H