game_dispatch_test.cxx 4.4 KB

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  1. //
  2. // game_dispatch_test.cxx
  3. // engine-test
  4. //
  5. // Created by Sam Jaffe on 7/10/19.
  6. // Copyright © 2019 Sam Jaffe. All rights reserved.
  7. //
  8. #include <memory>
  9. #include <gmock/gmock.h>
  10. #include "game/engine/events.hpp"
  11. #include "game/engine/game_dispatch.hpp"
  12. #include "game/engine/scene.hpp"
  13. #include "game/graphics/renderer.hpp"
  14. #include "game/util/env.hpp"
  15. #include "mock_renderer.h"
  16. struct mock_scene : engine::scene {
  17. mock_scene(std::shared_ptr<engine::game_dispatch> game)
  18. : engine::scene("mock", make_vector(0.f, 0.f), game) {}
  19. mock_scene(std::shared_ptr<engine::game_dispatch> game,
  20. math::vec2 dim)
  21. : engine::scene("mock2", dim, game) {}
  22. MOCK_METHOD1(update, void(float));
  23. MOCK_METHOD0(render, void());
  24. MOCK_METHOD1(handle_key_event, void(engine::event::key_event));
  25. MOCK_METHOD1(handle_mouse_event, void(engine::event::mouse_event));
  26. };
  27. class GameDispatchTest : public testing::Test {
  28. protected:
  29. void SetUp() override;
  30. void TearDown() override;
  31. mock_scene & scene() const { return *scene_; }
  32. engine::game_dispatch & game() const { return *dispatch_; }
  33. std::shared_ptr<stub_renderer> renderer_;
  34. std::shared_ptr<engine::game_dispatch> dispatch_;
  35. std::shared_ptr<mock_scene> scene_;
  36. };
  37. void GameDispatchTest::SetUp() {
  38. env::resize_screen({{100, 100}});
  39. renderer_.reset(new stub_renderer);
  40. dispatch_.reset(new engine::game_dispatch(renderer_));
  41. dispatch_->set_target_fps(env::fps::v60);
  42. scene_.reset(new mock_scene(dispatch_));
  43. game().register_scene(scene_);
  44. game().activate_scene("mock");
  45. }
  46. void GameDispatchTest::TearDown() {
  47. scene_.reset();
  48. dispatch_.reset();
  49. renderer_.reset();
  50. }
  51. using testing::AnyNumber;
  52. using testing::Eq;
  53. using testing::Field;
  54. using testing::FloatNear;
  55. using testing::Ge;
  56. using testing::Lt;
  57. using testing::_;
  58. TEST_F(GameDispatchTest, ManagerIsFetchedFromRenderer) {
  59. EXPECT_THAT(&game().graphics_manager(), Eq(renderer_->manager().get()));
  60. }
  61. // TODO: Set FPS to a much smaller value for testing purposes (e.g. 512fps)
  62. TEST_F(GameDispatchTest, UpdateDispatchesToCurrentScene) {
  63. EXPECT_CALL(scene(), update(_)).Times(1);
  64. game().update();
  65. }
  66. TEST_F(GameDispatchTest, UpdateIsCappedInFrequencyByFPSParam) {
  67. auto fps60 = 1.0 / 60.0;
  68. EXPECT_CALL(scene(), update(Ge(fps60))).Times(AnyNumber());
  69. EXPECT_CALL(scene(), update(Lt(fps60))).Times(0);
  70. for (int i = 0; i < 10; i++) {
  71. game().update();
  72. }
  73. }
  74. TEST_F(GameDispatchTest, FPSCanBeChanged) {
  75. game().set_target_fps(env::fps::v120);
  76. auto fps120 = 1.0 / 120.0;
  77. EXPECT_CALL(scene(), update(Ge(fps120))).Times(AnyNumber());
  78. EXPECT_CALL(scene(), update(Lt(fps120))).Times(0);
  79. for (int i = 0; i < 10; i++) {
  80. game().update();
  81. }
  82. }
  83. TEST_F(GameDispatchTest, UpdateHasNoUpperBoundOnTime) {
  84. EXPECT_CALL(scene(), update(Ge(0.03))).Times(1);
  85. usleep(300000);
  86. game().update();
  87. }
  88. TEST_F(GameDispatchTest, SetCurrentTimestampOverridesWaiting) {
  89. auto fps60 = 1.0 / 60.0;
  90. EXPECT_CALL(scene(), update(Ge(0.03))).Times(0);
  91. EXPECT_CALL(scene(), update(FloatNear(fps60, 1E-2))).Times(1);
  92. usleep(300000);
  93. game().set_current_timestamp();
  94. game().update();
  95. }
  96. TEST_F(GameDispatchTest, RenderDispatchesToCurrentScene) {
  97. EXPECT_CALL(scene(), render()).Times(1);
  98. game().render();
  99. }
  100. using MouseEventTest = GameDispatchTest;
  101. TEST_F(MouseEventTest, DispatchesToCurrentScene) {
  102. EXPECT_CALL(scene(), handle_mouse_event(_)).Times(1);
  103. game().process_mouse_event({{0.f, 0.f}}, true);
  104. }
  105. TEST_F(MouseEventTest, TranslatesFrameOfRef) {
  106. // Resize the scene (not a supported operation)
  107. scene_.reset(new mock_scene(dispatch_, make_vector(10.f, 10.f)));
  108. game().register_scene(scene_);
  109. game().activate_scene("mock2");
  110. auto mouse_pos = &engine::event::mouse_event::current_mouse_position;
  111. auto const where = make_vector(5.f, 5.f);
  112. EXPECT_CALL(scene(), handle_mouse_event(Field(mouse_pos, where))).Times(1);
  113. game().process_mouse_event({{50.f, 50.f}}, true);
  114. }
  115. using KeyEventTest = GameDispatchTest;
  116. TEST_F(KeyEventTest, DoesNotDispatchUnmappedKeys) {
  117. EXPECT_CALL(scene(), handle_key_event(_)).Times(0);
  118. game().process_key_event('A', true);
  119. }
  120. TEST_F(KeyEventTest, RemapsKeyWhenForwarding) {
  121. // TODO: Properly set this instead of using this garbage
  122. const_cast<engine::key_binding &>(scene().keys()).emplace('A', 'B');
  123. auto key_value = &engine::event::key_event::key;
  124. EXPECT_CALL(scene(), handle_key_event(Field(key_value, 'A'))).Times(0);
  125. EXPECT_CALL(scene(), handle_key_event(Field(key_value, 'B'))).Times(1);
  126. game().process_key_event('A', true);
  127. }