The sidescroller's controls did nothing. `akgl_controller_handle_event` matched `event->key.which == curmap->kbid` exactly, with no way to say "whatever keyboard the player is typing on", so the game did the obvious thing and bound `SDL_GetKeyboards()[0]`. That cannot work. The id a key event *carries* is chosen by the video backend and is not required to be an id `SDL_GetKeyboards()` reports. On X11 without XInput2 every key event carries `SDL_GLOBAL_KEYBOARD_ID`, which is 0, while `SDL_AddKeyboard` registers the attached keyboard as `SDL_DEFAULT_KEYBOARD_ID`, which is 1; with XInput2 the events carry the physical slave device's `sourceid` while `SDL_GetKeyboards()[0]` may be the master. Either way the map matched nothing and every key press was dropped. A `kbid` or `jsid` of 0 now matches any device of that kind. 0 is safe to spend: SDL documents `which` as 0 when the source is unknown or virtual, and joystick ids start at 1, so no real device is 0. A non-zero id still matches only that device, which is what keeps two local players on two keyboards apart, and there is a test for that half too. `util/charviewer.c` already passed 0 and depended on the old behaviour by accident; it works under XInput2 now as well. Two reasons this shipped, both closed: - Every test in tests/controller.c dispatched an event whose id equalled the id the map was bound with, so none of them could see it. - The sidescroller's smoke test called the control handlers directly instead of dispatching events, so it passed against a control map that matched nothing. It now pushes synthetic events through akgl_controller_handle_event from a deliberately non-zero device id and fails if the press does not arrive. Verified by breaking the binding and watching the run exit non-zero. `test_controller_wildcard_device_ids` was written first and failed against the unfixed library with "a map bound to keyboard 0 ignored a key press from device 11", which is the whole reason to trust it now that it passes. The controls were documented, in one sentence. Chapter 19 has a proper table of them, and chapter 15 explains why not to reach for SDL_GetKeyboards(). The header said the match was exact and now says what it does. Co-Authored-By: Claude Code <noreply@anthropic.com> Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
956 lines
41 KiB
C
956 lines
41 KiB
C
/**
|
|
* @file controller.c
|
|
* @brief Unit tests for control maps and SDL input dispatch.
|
|
*
|
|
* SDL events are synthesized directly rather than pumped through the event
|
|
* queue, so none of this needs a physical keyboard or gamepad. The device
|
|
* enumeration helpers are exercised against the dummy drivers, where the
|
|
* expected outcome is "no devices, no crash".
|
|
*/
|
|
|
|
#include <SDL3/SDL.h>
|
|
#include <string.h>
|
|
#include <akerror.h>
|
|
|
|
#include <akgl/error.h>
|
|
// For the akgl_actor_cmhf_* handlers these tests bind. akgl/controller.h pulls
|
|
// actor.h in for itself now; tests/headers.c is what keeps it doing so.
|
|
#include <akgl/actor.h>
|
|
#include <akgl/character.h>
|
|
#include <akgl/game.h>
|
|
#include <akgl/controller.h>
|
|
#include <akgl/heap.h>
|
|
#include <akgl/registry.h>
|
|
|
|
#include "testutil.h"
|
|
|
|
/** @brief Keyboard id the tests bind their control maps to. */
|
|
#define TEST_KBID 11
|
|
/** @brief Gamepad id the tests bind their control maps to. */
|
|
#define TEST_JSID 22
|
|
|
|
/** @brief Stand-in for the application state pointer SDL hands to callbacks. */
|
|
static int appstate_placeholder = 0;
|
|
|
|
/** @brief The actor every control map in this file targets. */
|
|
static akgl_Actor *player = NULL;
|
|
/** @brief Base character supplying the player's acceleration constants. */
|
|
static akgl_Character *playerchar = NULL;
|
|
|
|
/** @brief Clear every control map so each test starts from an empty binding set. */
|
|
static void reset_control_maps(void)
|
|
{
|
|
int i = 0;
|
|
for ( i = 0; i < AKGL_MAX_CONTROL_MAPS; i++ ) {
|
|
memset(&akgl_controlmaps[i], 0x00, sizeof(akgl_ControlMap));
|
|
}
|
|
}
|
|
|
|
/** @brief Register the "player" actor the gamepad handlers look up by name. */
|
|
static akerr_ErrorContext *make_player(void)
|
|
{
|
|
PREPARE_ERROR(e);
|
|
ATTEMPT {
|
|
CATCH(e, akgl_registry_init_actor());
|
|
CATCH(e, akgl_registry_init_character());
|
|
CATCH(e, akgl_heap_init());
|
|
|
|
CATCH(e, akgl_heap_next_character(&playerchar));
|
|
CATCH(e, akgl_character_initialize(playerchar, "playerchar"));
|
|
playerchar->ax = 6.0f;
|
|
playerchar->ay = 8.0f;
|
|
|
|
CATCH(e, akgl_heap_next_actor(&player));
|
|
CATCH(e, akgl_actor_initialize(player, "player"));
|
|
player->basechar = playerchar;
|
|
} CLEANUP {
|
|
} PROCESS(e) {
|
|
} FINISH(e, true);
|
|
SUCCEED_RETURN(e);
|
|
}
|
|
|
|
/** @brief Build a synthetic keyboard event. */
|
|
static void make_key_event(SDL_Event *event, uint32_t type, SDL_KeyboardID which, SDL_Keycode key)
|
|
{
|
|
memset(event, 0x00, sizeof(SDL_Event));
|
|
event->type = type;
|
|
event->key.which = which;
|
|
event->key.key = key;
|
|
}
|
|
|
|
/** @brief Build a synthetic keyboard event carrying modifier state. */
|
|
static void make_key_event_mod(SDL_Event *event, uint32_t type, SDL_KeyboardID which, SDL_Keycode key, SDL_Keymod mod)
|
|
{
|
|
make_key_event(event, type, which, key);
|
|
event->key.mod = mod;
|
|
}
|
|
|
|
/**
|
|
* @brief Build the text input event SDL sends after a key press composes.
|
|
*
|
|
* @p text is not copied by SDL or by the library at this point, so callers pass
|
|
* a string literal.
|
|
*/
|
|
static void make_text_event(SDL_Event *event, const char *text)
|
|
{
|
|
memset(event, 0x00, sizeof(SDL_Event));
|
|
event->type = SDL_EVENT_TEXT_INPUT;
|
|
event->text.text = text;
|
|
}
|
|
|
|
/** @brief Build a synthetic gamepad button event. */
|
|
static void make_button_event(SDL_Event *event, uint32_t type, SDL_JoystickID which, uint8_t button)
|
|
{
|
|
memset(event, 0x00, sizeof(SDL_Event));
|
|
event->type = type;
|
|
event->gbutton.which = which;
|
|
event->gbutton.button = button;
|
|
}
|
|
|
|
akerr_ErrorContext *test_controller_pushmap(void)
|
|
{
|
|
PREPARE_ERROR(e);
|
|
akgl_Control control;
|
|
int i = 0;
|
|
|
|
ATTEMPT {
|
|
reset_control_maps();
|
|
memset(&control, 0x00, sizeof(akgl_Control));
|
|
control.key = SDLK_SPACE;
|
|
control.event_on = SDL_EVENT_KEY_DOWN;
|
|
control.event_off = SDL_EVENT_KEY_UP;
|
|
control.handler_on = &akgl_actor_cmhf_left_on;
|
|
control.handler_off = &akgl_actor_cmhf_left_off;
|
|
|
|
TEST_EXPECT_OK(e, akgl_controller_pushmap(0, &control), "pushing one control");
|
|
TEST_ASSERT(e, akgl_controlmaps[0].nextMap == 1,
|
|
"pushing one control left nextMap at %d, expected 1",
|
|
akgl_controlmaps[0].nextMap);
|
|
TEST_ASSERT(e, akgl_controlmaps[0].controls[0].key == SDLK_SPACE,
|
|
"the pushed control did not land in slot 0");
|
|
TEST_ASSERT(e, akgl_controlmaps[0].controls[0].handler_on == &akgl_actor_cmhf_left_on,
|
|
"the pushed control lost its press handler");
|
|
|
|
// Pushes accumulate rather than overwrite.
|
|
TEST_EXPECT_OK(e, akgl_controller_pushmap(0, &control), "pushing a second control");
|
|
TEST_ASSERT(e, akgl_controlmaps[0].nextMap == 2,
|
|
"pushing a second control left nextMap at %d, expected 2",
|
|
akgl_controlmaps[0].nextMap);
|
|
|
|
// Maps are independent of each other.
|
|
TEST_EXPECT_OK(e, akgl_controller_pushmap(3, &control), "pushing into a different map");
|
|
TEST_ASSERT(e, akgl_controlmaps[3].nextMap == 1,
|
|
"map 3 nextMap is %d, expected 1", akgl_controlmaps[3].nextMap);
|
|
TEST_ASSERT(e, akgl_controlmaps[0].nextMap == 2,
|
|
"pushing into map 3 disturbed map 0 (nextMap %d)", akgl_controlmaps[0].nextMap);
|
|
|
|
// Filling a map exactly to capacity still succeeds.
|
|
reset_control_maps();
|
|
for ( i = 0; i < AKGL_MAX_CONTROLS; i++ ) {
|
|
akerr_ErrorContext *pushresult = akgl_controller_pushmap(0, &control);
|
|
if ( pushresult != NULL ) {
|
|
pushresult->handled = true;
|
|
pushresult = akerr_release_error(pushresult);
|
|
FAIL_BREAK(e, AKGL_ERR_BEHAVIOR, "pushing control %d of %d failed", i, AKGL_MAX_CONTROLS);
|
|
}
|
|
}
|
|
TEST_ASSERT(e, akgl_controlmaps[0].nextMap == AKGL_MAX_CONTROLS,
|
|
"a full map reports nextMap %d, expected %d",
|
|
akgl_controlmaps[0].nextMap, AKGL_MAX_CONTROLS);
|
|
|
|
// One past capacity is refused.
|
|
TEST_EXPECT_STATUS(e, AKERR_OUTOFBOUNDS, akgl_controller_pushmap(0, &control),
|
|
"pushing into a full control map");
|
|
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_controller_pushmap(0, NULL),
|
|
"pushing a NULL control");
|
|
TEST_EXPECT_STATUS(e, AKERR_OUTOFBOUNDS,
|
|
akgl_controller_pushmap(AKGL_MAX_CONTROL_MAPS, &control),
|
|
"pushing into a control map id at the limit");
|
|
TEST_EXPECT_STATUS(e, AKERR_OUTOFBOUNDS,
|
|
akgl_controller_pushmap(AKGL_MAX_CONTROL_MAPS + 5, &control),
|
|
"pushing into a control map id past the limit");
|
|
|
|
// Negative ids index *before* akgl_controlmaps. Both entry points
|
|
// checked only the upper bound until 0.5.0.
|
|
TEST_EXPECT_STATUS(e, AKERR_OUTOFBOUNDS,
|
|
akgl_controller_pushmap(-1, &control),
|
|
"pushing into a negative control map id");
|
|
TEST_EXPECT_STATUS(e, AKERR_OUTOFBOUNDS,
|
|
akgl_controller_pushmap(-4096, &control),
|
|
"pushing into a far negative control map id");
|
|
TEST_EXPECT_STATUS(e, AKERR_OUTOFBOUNDS,
|
|
akgl_controller_default(-1, "player", TEST_KBID, TEST_JSID),
|
|
"defaulting a negative control map id");
|
|
} CLEANUP {
|
|
reset_control_maps();
|
|
} PROCESS(e) {
|
|
} FINISH(e, true);
|
|
SUCCEED_RETURN(e);
|
|
}
|
|
|
|
akerr_ErrorContext *test_controller_default_bindings(void)
|
|
{
|
|
PREPARE_ERROR(e);
|
|
|
|
ATTEMPT {
|
|
reset_control_maps();
|
|
CATCH(e, make_player());
|
|
|
|
TEST_EXPECT_OK(e, akgl_controller_default(0, "player", TEST_KBID, TEST_JSID),
|
|
"installing the default control map");
|
|
|
|
TEST_ASSERT(e, akgl_controlmaps[0].target == player,
|
|
"the default map did not target the player actor");
|
|
TEST_ASSERT(e, akgl_controlmaps[0].kbid == TEST_KBID,
|
|
"the default map recorded keyboard %d, expected %d",
|
|
akgl_controlmaps[0].kbid, TEST_KBID);
|
|
TEST_ASSERT(e, akgl_controlmaps[0].jsid == TEST_JSID,
|
|
"the default map recorded gamepad %d, expected %d",
|
|
akgl_controlmaps[0].jsid, TEST_JSID);
|
|
|
|
// Four keyboard bindings then four gamepad bindings.
|
|
TEST_ASSERT(e, akgl_controlmaps[0].nextMap == 8,
|
|
"the default map installed %d controls, expected 8",
|
|
akgl_controlmaps[0].nextMap);
|
|
|
|
TEST_ASSERT(e, akgl_controlmaps[0].controls[0].key == SDLK_DOWN,
|
|
"the first default binding is not the down arrow");
|
|
TEST_ASSERT(e, akgl_controlmaps[0].controls[0].handler_on == &akgl_actor_cmhf_down_on,
|
|
"the down arrow is not bound to the down handler");
|
|
TEST_ASSERT(e, akgl_controlmaps[0].controls[1].key == SDLK_UP,
|
|
"the second default binding is not the up arrow");
|
|
TEST_ASSERT(e, akgl_controlmaps[0].controls[2].key == SDLK_LEFT,
|
|
"the third default binding is not the left arrow");
|
|
TEST_ASSERT(e, akgl_controlmaps[0].controls[3].key == SDLK_RIGHT,
|
|
"the fourth default binding is not the right arrow");
|
|
|
|
// The gamepad half binds buttons and leaves the keycode clear, so a
|
|
// keyboard event cannot accidentally match a dpad binding.
|
|
TEST_ASSERT(e, akgl_controlmaps[0].controls[4].button == SDL_GAMEPAD_BUTTON_DPAD_DOWN,
|
|
"the fifth default binding is not the dpad down button");
|
|
TEST_ASSERT(e, akgl_controlmaps[0].controls[4].key == 0,
|
|
"a gamepad binding also carries a keycode");
|
|
TEST_ASSERT(e, akgl_controlmaps[0].controls[7].button == SDL_GAMEPAD_BUTTON_DPAD_RIGHT,
|
|
"the eighth default binding is not the dpad right button");
|
|
|
|
// An unknown actor name is a registry error, not a crash.
|
|
reset_control_maps();
|
|
TEST_EXPECT_STATUS(e, AKGL_ERR_REGISTRY,
|
|
akgl_controller_default(1, "no_such_actor", TEST_KBID, TEST_JSID),
|
|
"installing a default map for an unregistered actor");
|
|
|
|
TEST_EXPECT_STATUS(e, AKERR_OUTOFBOUNDS,
|
|
akgl_controller_default(AKGL_MAX_CONTROL_MAPS, "player", TEST_KBID, TEST_JSID),
|
|
"installing a default map at a control map id past the limit");
|
|
} CLEANUP {
|
|
reset_control_maps();
|
|
} PROCESS(e) {
|
|
} FINISH(e, true);
|
|
SUCCEED_RETURN(e);
|
|
}
|
|
|
|
akerr_ErrorContext *test_controller_handle_keyboard_events(void)
|
|
{
|
|
PREPARE_ERROR(e);
|
|
SDL_Event event;
|
|
|
|
ATTEMPT {
|
|
reset_control_maps();
|
|
CATCH(e, make_player());
|
|
CATCH(e, akgl_controller_default(0, "player", TEST_KBID, TEST_JSID));
|
|
|
|
// Pressing left routes to the left press handler.
|
|
player->state = 0;
|
|
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID, SDLK_LEFT);
|
|
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
|
|
"dispatching a left key press");
|
|
TEST_ASSERT(e, AKGL_BITMASK_HAS(player->state, AKGL_ACTOR_STATE_MOVING_LEFT),
|
|
"a left key press did not start the actor moving left (state %d)", player->state);
|
|
TEST_ASSERT_FEQ(e, player->ax, -6.0f,
|
|
"a left key press set ax to %f, expected -6", player->ax);
|
|
|
|
// Releasing it routes to the release handler.
|
|
make_key_event(&event, SDL_EVENT_KEY_UP, TEST_KBID, SDLK_LEFT);
|
|
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
|
|
"dispatching a left key release");
|
|
TEST_ASSERT(e, AKGL_BITMASK_HASNOT(player->state, AKGL_ACTOR_STATE_MOVING_LEFT),
|
|
"a left key release did not stop the actor (state %d)", player->state);
|
|
|
|
// The other three directions route the same way.
|
|
player->state = 0;
|
|
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID, SDLK_RIGHT);
|
|
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
|
|
"dispatching a right key press");
|
|
TEST_ASSERT(e, AKGL_BITMASK_HAS(player->state, AKGL_ACTOR_STATE_MOVING_RIGHT),
|
|
"a right key press did not start the actor moving right (state %d)", player->state);
|
|
|
|
player->state = 0;
|
|
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID, SDLK_UP);
|
|
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
|
|
"dispatching an up key press");
|
|
TEST_ASSERT(e, AKGL_BITMASK_HAS(player->state, AKGL_ACTOR_STATE_MOVING_UP),
|
|
"an up key press did not start the actor moving up (state %d)", player->state);
|
|
|
|
player->state = 0;
|
|
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID, SDLK_DOWN);
|
|
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
|
|
"dispatching a down key press");
|
|
TEST_ASSERT(e, AKGL_BITMASK_HAS(player->state, AKGL_ACTOR_STATE_MOVING_DOWN),
|
|
"a down key press did not start the actor moving down (state %d)", player->state);
|
|
|
|
// An unbound key is ignored.
|
|
player->state = 0;
|
|
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID, SDLK_F12);
|
|
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
|
|
"dispatching an unbound key");
|
|
TEST_ASSERT(e, player->state == 0,
|
|
"an unbound key changed the actor state to %d", player->state);
|
|
|
|
// A bound key from a different keyboard is ignored, so split-keyboard
|
|
// local multiplayer does not cross-talk.
|
|
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID + 1, SDLK_LEFT);
|
|
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
|
|
"dispatching a bound key from an unbound keyboard");
|
|
TEST_ASSERT(e, player->state == 0,
|
|
"a key from another keyboard changed the actor state to %d", player->state);
|
|
} CLEANUP {
|
|
reset_control_maps();
|
|
} PROCESS(e) {
|
|
} FINISH(e, true);
|
|
SUCCEED_RETURN(e);
|
|
}
|
|
|
|
akerr_ErrorContext *test_controller_handle_gamepad_events(void)
|
|
{
|
|
PREPARE_ERROR(e);
|
|
SDL_Event event;
|
|
|
|
ATTEMPT {
|
|
reset_control_maps();
|
|
CATCH(e, make_player());
|
|
CATCH(e, akgl_controller_default(0, "player", TEST_KBID, TEST_JSID));
|
|
|
|
player->state = 0;
|
|
make_button_event(&event, SDL_EVENT_GAMEPAD_BUTTON_DOWN, TEST_JSID, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
|
|
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
|
|
"dispatching a dpad left press");
|
|
TEST_ASSERT(e, AKGL_BITMASK_HAS(player->state, AKGL_ACTOR_STATE_MOVING_LEFT),
|
|
"a dpad left press did not start the actor moving left (state %d)", player->state);
|
|
|
|
make_button_event(&event, SDL_EVENT_GAMEPAD_BUTTON_UP, TEST_JSID, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
|
|
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
|
|
"dispatching a dpad left release");
|
|
TEST_ASSERT(e, AKGL_BITMASK_HASNOT(player->state, AKGL_ACTOR_STATE_MOVING_LEFT),
|
|
"a dpad left release did not stop the actor (state %d)", player->state);
|
|
|
|
player->state = 0;
|
|
make_button_event(&event, SDL_EVENT_GAMEPAD_BUTTON_DOWN, TEST_JSID, SDL_GAMEPAD_BUTTON_DPAD_UP);
|
|
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
|
|
"dispatching a dpad up press");
|
|
TEST_ASSERT(e, AKGL_BITMASK_HAS(player->state, AKGL_ACTOR_STATE_MOVING_UP),
|
|
"a dpad up press did not start the actor moving up (state %d)", player->state);
|
|
|
|
// A press from an unbound gamepad is ignored.
|
|
player->state = 0;
|
|
make_button_event(&event, SDL_EVENT_GAMEPAD_BUTTON_DOWN, TEST_JSID + 1, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
|
|
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
|
|
"dispatching a dpad press from an unbound gamepad");
|
|
TEST_ASSERT(e, player->state == 0,
|
|
"a press from another gamepad changed the actor state to %d", player->state);
|
|
|
|
// An unbound button on the bound gamepad is ignored.
|
|
make_button_event(&event, SDL_EVENT_GAMEPAD_BUTTON_DOWN, TEST_JSID, SDL_GAMEPAD_BUTTON_START);
|
|
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
|
|
"dispatching an unbound gamepad button");
|
|
TEST_ASSERT(e, player->state == 0,
|
|
"an unbound gamepad button changed the actor state to %d", player->state);
|
|
} CLEANUP {
|
|
reset_control_maps();
|
|
} PROCESS(e) {
|
|
} FINISH(e, true);
|
|
SUCCEED_RETURN(e);
|
|
}
|
|
|
|
/*
|
|
* A control map bound to keyboard 0 hears every keyboard.
|
|
*
|
|
* There is no way to enumerate "the keyboard the player will actually type on".
|
|
* SDL_GetKeyboards() reports what is attached, but the id a key event carries is
|
|
* decided by the video backend: X11 without XInput2 sends
|
|
* SDL_GLOBAL_KEYBOARD_ID, which is 0, while X11 *with* XInput2 sends the
|
|
* physical slave device's sourceid -- and neither is the SDL_DEFAULT_KEYBOARD_ID
|
|
* of 1 that SDL_AddKeyboard registers when XInput2 is missing. A game that binds
|
|
* SDL_GetKeyboards()[0] therefore gets a map that matches nothing at all.
|
|
*
|
|
* 0 is the right spelling for "any", because SDL documents `which` as 0 when the
|
|
* source is unknown or virtual, so no real device can be 0 and nothing is given
|
|
* up by spending it. The same argument applies to a joystick id of 0.
|
|
*
|
|
* Every other test in this suite dispatches an event whose id equals the id the
|
|
* map was bound with, so none of them can see this.
|
|
*/
|
|
akerr_ErrorContext *test_controller_wildcard_device_ids(void)
|
|
{
|
|
PREPARE_ERROR(e);
|
|
SDL_Event event;
|
|
|
|
ATTEMPT {
|
|
reset_control_maps();
|
|
CATCH(e, make_player());
|
|
// 0 for both: "whatever keyboard and whatever gamepad".
|
|
CATCH(e, akgl_controller_default(0, "player", 0, 0));
|
|
|
|
// A key event from a real XInput2 device id must still be heard.
|
|
player->state = 0;
|
|
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID, SDLK_LEFT);
|
|
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
|
|
"dispatching a left key press from a real device id");
|
|
TEST_ASSERT(e, AKGL_BITMASK_HAS(player->state, AKGL_ACTOR_STATE_MOVING_LEFT),
|
|
"a map bound to keyboard 0 ignored a key press from device %d (state %d)",
|
|
TEST_KBID, player->state);
|
|
|
|
// And so must one carrying SDL_GLOBAL_KEYBOARD_ID, which is 0.
|
|
player->state = 0;
|
|
make_key_event(&event, SDL_EVENT_KEY_DOWN, 0, SDLK_RIGHT);
|
|
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
|
|
"dispatching a right key press from the global keyboard");
|
|
TEST_ASSERT(e, AKGL_BITMASK_HAS(player->state, AKGL_ACTOR_STATE_MOVING_RIGHT),
|
|
"a map bound to keyboard 0 ignored a key press from keyboard 0 (state %d)",
|
|
player->state);
|
|
|
|
/*
|
|
* A map bound to a *specific* keyboard still hears only that one. This is
|
|
* the half that keeps two local players on two keyboards apart, and the
|
|
* wildcard must not cost it.
|
|
*/
|
|
reset_control_maps();
|
|
CATCH(e, akgl_controller_default(0, "player", TEST_KBID, TEST_JSID));
|
|
player->state = 0;
|
|
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID + 1, SDLK_LEFT);
|
|
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
|
|
"dispatching a left key press from the wrong device");
|
|
TEST_ASSERT(e, (player->state == 0),
|
|
"a map bound to keyboard %d acted on a press from %d (state %d)",
|
|
TEST_KBID, (TEST_KBID + 1), player->state);
|
|
} CLEANUP {
|
|
} PROCESS(e) {
|
|
} FINISH(e, true);
|
|
|
|
SUCCEED_RETURN(e);
|
|
}
|
|
|
|
akerr_ErrorContext *test_controller_handle_event_edge_cases(void)
|
|
{
|
|
PREPARE_ERROR(e);
|
|
SDL_Event event;
|
|
|
|
ATTEMPT {
|
|
reset_control_maps();
|
|
CATCH(e, make_player());
|
|
|
|
// With no control maps installed at all, every event is a no-op.
|
|
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID, SDLK_LEFT);
|
|
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
|
|
"dispatching into an empty control map table");
|
|
|
|
// A map in a later slot is still reached, so the scan does not stop at
|
|
// the first unpopulated entry.
|
|
CATCH(e, akgl_controller_default(5, "player", TEST_KBID, TEST_JSID));
|
|
player->state = 0;
|
|
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
|
|
"dispatching to a control map in a later slot");
|
|
TEST_ASSERT(e, AKGL_BITMASK_HAS(player->state, AKGL_ACTOR_STATE_MOVING_LEFT),
|
|
"a control map in slot 5 was not consulted (state %d)", player->state);
|
|
|
|
// An event type that no binding uses falls through harmlessly.
|
|
memset(&event, 0x00, sizeof(SDL_Event));
|
|
event.type = SDL_EVENT_MOUSE_MOTION;
|
|
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
|
|
"dispatching an event type with no bindings");
|
|
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_controller_handle_event(NULL, &event),
|
|
"dispatching with a NULL appstate");
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER,
|
|
akgl_controller_handle_event(&appstate_placeholder, NULL),
|
|
"dispatching a NULL event");
|
|
} CLEANUP {
|
|
reset_control_maps();
|
|
} PROCESS(e) {
|
|
} FINISH(e, true);
|
|
SUCCEED_RETURN(e);
|
|
}
|
|
|
|
akerr_ErrorContext *test_controller_gamepad_button_handlers(void)
|
|
{
|
|
PREPARE_ERROR(e);
|
|
SDL_Event event;
|
|
|
|
ATTEMPT {
|
|
CATCH(e, make_player());
|
|
|
|
// These handlers find their actor by looking up "player" in the registry
|
|
// rather than taking it as an argument.
|
|
player->state = 0;
|
|
player->movement_controls_face = false;
|
|
make_button_event(&event, SDL_EVENT_GAMEPAD_BUTTON_DOWN, TEST_JSID, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
|
|
TEST_EXPECT_OK(e, akgl_controller_handle_button_down(&appstate_placeholder, &event),
|
|
"dpad down press handler");
|
|
TEST_ASSERT(e, AKGL_BITMASK_HAS(player->state, AKGL_ACTOR_STATE_MOVING_DOWN),
|
|
"the dpad down handler did not set MOVING_DOWN (state %d)", player->state);
|
|
// With automatic facing off, the handler sets the facing itself.
|
|
TEST_ASSERT(e, AKGL_BITMASK_HAS(player->state, AKGL_ACTOR_STATE_FACE_DOWN),
|
|
"the dpad down handler did not set FACE_DOWN (state %d)", player->state);
|
|
|
|
TEST_EXPECT_OK(e, akgl_controller_handle_button_up(&appstate_placeholder, &event),
|
|
"dpad down release handler");
|
|
TEST_ASSERT(e, AKGL_BITMASK_HASNOT(player->state, AKGL_ACTOR_STATE_MOVING_DOWN),
|
|
"the dpad down release handler did not clear MOVING_DOWN (state %d)", player->state);
|
|
TEST_ASSERT(e, player->curSpriteFrameId == 0,
|
|
"the release handler did not reset the animation frame");
|
|
|
|
player->state = 0;
|
|
make_button_event(&event, SDL_EVENT_GAMEPAD_BUTTON_DOWN, TEST_JSID, SDL_GAMEPAD_BUTTON_DPAD_UP);
|
|
TEST_EXPECT_OK(e, akgl_controller_handle_button_down(&appstate_placeholder, &event), "dpad up press handler");
|
|
TEST_ASSERT(e, AKGL_BITMASK_HAS(player->state, AKGL_ACTOR_STATE_MOVING_UP),
|
|
"the dpad up handler did not set MOVING_UP (state %d)", player->state);
|
|
TEST_EXPECT_OK(e, akgl_controller_handle_button_up(&appstate_placeholder, &event), "dpad up release handler");
|
|
|
|
player->state = 0;
|
|
make_button_event(&event, SDL_EVENT_GAMEPAD_BUTTON_DOWN, TEST_JSID, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
|
|
TEST_EXPECT_OK(e, akgl_controller_handle_button_down(&appstate_placeholder, &event), "dpad left press handler");
|
|
TEST_ASSERT(e, AKGL_BITMASK_HAS(player->state, AKGL_ACTOR_STATE_MOVING_LEFT),
|
|
"the dpad left handler did not set MOVING_LEFT (state %d)", player->state);
|
|
TEST_EXPECT_OK(e, akgl_controller_handle_button_up(&appstate_placeholder, &event), "dpad left release handler");
|
|
|
|
player->state = 0;
|
|
make_button_event(&event, SDL_EVENT_GAMEPAD_BUTTON_DOWN, TEST_JSID, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
|
|
TEST_EXPECT_OK(e, akgl_controller_handle_button_down(&appstate_placeholder, &event), "dpad right press handler");
|
|
TEST_ASSERT(e, AKGL_BITMASK_HAS(player->state, AKGL_ACTOR_STATE_MOVING_RIGHT),
|
|
"the dpad right handler did not set MOVING_RIGHT (state %d)", player->state);
|
|
TEST_EXPECT_OK(e, akgl_controller_handle_button_up(&appstate_placeholder, &event), "dpad right release handler");
|
|
|
|
// With automatic facing on, the handler leaves facing to the actor's own
|
|
// face function.
|
|
player->state = 0;
|
|
player->movement_controls_face = true;
|
|
make_button_event(&event, SDL_EVENT_GAMEPAD_BUTTON_DOWN, TEST_JSID, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
|
|
TEST_EXPECT_OK(e, akgl_controller_handle_button_down(&appstate_placeholder, &event),
|
|
"dpad down press with automatic facing on");
|
|
TEST_ASSERT(e, AKGL_BITMASK_HASNOT(player->state, AKGL_ACTOR_STATE_FACE_DOWN),
|
|
"the handler set facing even though the actor faces automatically (state %d)",
|
|
player->state);
|
|
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_controller_handle_button_down(NULL, &event),
|
|
"dpad press handler with a NULL appstate");
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER,
|
|
akgl_controller_handle_button_down(&appstate_placeholder, NULL),
|
|
"dpad press handler with a NULL event");
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_controller_handle_button_up(NULL, &event),
|
|
"dpad release handler with a NULL appstate");
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER,
|
|
akgl_controller_handle_button_up(&appstate_placeholder, NULL),
|
|
"dpad release handler with a NULL event");
|
|
|
|
// With no actor named "player" registered there is nothing to drive.
|
|
CATCH(e, akgl_registry_init_actor());
|
|
make_button_event(&event, SDL_EVENT_GAMEPAD_BUTTON_DOWN, TEST_JSID, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER,
|
|
akgl_controller_handle_button_down(&appstate_placeholder, &event),
|
|
"dpad press handler with no player actor registered");
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER,
|
|
akgl_controller_handle_button_up(&appstate_placeholder, &event),
|
|
"dpad release handler with no player actor registered");
|
|
} CLEANUP {
|
|
} PROCESS(e) {
|
|
} FINISH(e, true);
|
|
SUCCEED_RETURN(e);
|
|
}
|
|
|
|
akerr_ErrorContext *test_controller_device_events(void)
|
|
{
|
|
PREPARE_ERROR(e);
|
|
SDL_Event event;
|
|
|
|
ATTEMPT {
|
|
// The dummy drivers present no gamepads, so the add and remove handlers
|
|
// take their "unknown device" paths. Neither may crash.
|
|
make_button_event(&event, SDL_EVENT_GAMEPAD_ADDED, 999, 0);
|
|
TEST_EXPECT_OK(e, akgl_controller_handle_added(&appstate_placeholder, &event),
|
|
"handling an add for a device that cannot be opened");
|
|
|
|
make_button_event(&event, SDL_EVENT_GAMEPAD_REMOVED, 999, 0);
|
|
TEST_EXPECT_OK(e, akgl_controller_handle_removed(&appstate_placeholder, &event),
|
|
"handling a remove for a device that was never open");
|
|
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_controller_handle_added(NULL, &event),
|
|
"add handler with a NULL appstate");
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER,
|
|
akgl_controller_handle_added(&appstate_placeholder, NULL),
|
|
"add handler with a NULL event");
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_controller_handle_removed(NULL, &event),
|
|
"remove handler with a NULL appstate");
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER,
|
|
akgl_controller_handle_removed(&appstate_placeholder, NULL),
|
|
"remove handler with a NULL event");
|
|
} CLEANUP {
|
|
} PROCESS(e) {
|
|
} FINISH(e, true);
|
|
SUCCEED_RETURN(e);
|
|
}
|
|
|
|
akerr_ErrorContext *test_controller_device_enumeration(void)
|
|
{
|
|
PREPARE_ERROR(e);
|
|
|
|
ATTEMPT {
|
|
// Enumeration has to succeed on a machine with no input devices, which
|
|
// is the normal state under the dummy drivers and in CI.
|
|
TEST_EXPECT_OK(e, akgl_controller_list_keyboards(), "listing keyboards");
|
|
TEST_EXPECT_OK(e, akgl_controller_open_gamepads(), "opening gamepads");
|
|
} CLEANUP {
|
|
} PROCESS(e) {
|
|
} FINISH(e, true);
|
|
SUCCEED_RETURN(e);
|
|
}
|
|
|
|
akerr_ErrorContext *test_controller_poll_key(void)
|
|
{
|
|
PREPARE_ERROR(e);
|
|
SDL_Event event;
|
|
int keycode = -1;
|
|
bool available = true;
|
|
|
|
ATTEMPT {
|
|
reset_control_maps();
|
|
CATCH(e, make_player());
|
|
CATCH(e, akgl_controller_flush_keys());
|
|
|
|
// An empty buffer answers "no key waiting" and succeeds.
|
|
TEST_EXPECT_OK(e, akgl_controller_poll_key(&keycode, &available),
|
|
"polling an empty key buffer");
|
|
TEST_ASSERT(e, available == false,
|
|
"polling an empty buffer reported a key was available");
|
|
TEST_ASSERT(e, keycode == 0,
|
|
"polling an empty buffer left keycode at %d, expected 0", keycode);
|
|
|
|
// A key press pumped through the handler is drained by the poller,
|
|
// exactly once.
|
|
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID, SDLK_A);
|
|
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
|
|
"dispatching a key press with no control maps installed");
|
|
TEST_EXPECT_OK(e, akgl_controller_poll_key(&keycode, &available), "polling for that key");
|
|
TEST_ASSERT(e, available == true, "the pressed key was not available to the poller");
|
|
TEST_ASSERT(e, keycode == SDLK_A,
|
|
"the poller returned keycode %d, expected %d", keycode, (int)SDLK_A);
|
|
TEST_EXPECT_OK(e, akgl_controller_poll_key(&keycode, &available), "polling again");
|
|
TEST_ASSERT(e, available == false, "the same keystroke was delivered twice");
|
|
|
|
// Key releases are not keystrokes.
|
|
make_key_event(&event, SDL_EVENT_KEY_UP, TEST_KBID, SDLK_A);
|
|
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
|
|
"dispatching a key release");
|
|
TEST_EXPECT_OK(e, akgl_controller_poll_key(&keycode, &available), "polling after a release");
|
|
TEST_ASSERT(e, available == false, "a key release was buffered as a keystroke");
|
|
|
|
// Keys come back in the order they were pressed.
|
|
CATCH(e, akgl_controller_flush_keys());
|
|
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID, SDLK_1);
|
|
CATCH(e, akgl_controller_handle_event(&appstate_placeholder, &event));
|
|
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID, SDLK_2);
|
|
CATCH(e, akgl_controller_handle_event(&appstate_placeholder, &event));
|
|
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID, SDLK_3);
|
|
CATCH(e, akgl_controller_handle_event(&appstate_placeholder, &event));
|
|
|
|
TEST_EXPECT_OK(e, akgl_controller_poll_key(&keycode, &available), "draining the first key");
|
|
TEST_ASSERT(e, keycode == SDLK_1, "the first key out was %d, expected %d",
|
|
keycode, (int)SDLK_1);
|
|
TEST_EXPECT_OK(e, akgl_controller_poll_key(&keycode, &available), "draining the second key");
|
|
TEST_ASSERT(e, keycode == SDLK_2, "the second key out was %d, expected %d",
|
|
keycode, (int)SDLK_2);
|
|
TEST_EXPECT_OK(e, akgl_controller_poll_key(&keycode, &available), "draining the third key");
|
|
TEST_ASSERT(e, keycode == SDLK_3, "the third key out was %d, expected %d",
|
|
keycode, (int)SDLK_3);
|
|
|
|
// A key that a control map also acts on still reaches the poller, so a
|
|
// game and an embedded interpreter can share one keyboard.
|
|
CATCH(e, akgl_controller_flush_keys());
|
|
CATCH(e, akgl_controller_default(0, "player", TEST_KBID, TEST_JSID));
|
|
player->state = 0;
|
|
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID, SDLK_LEFT);
|
|
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
|
|
"dispatching a bound key press");
|
|
TEST_ASSERT(e, AKGL_BITMASK_HAS(player->state, AKGL_ACTOR_STATE_MOVING_LEFT),
|
|
"the bound key stopped driving the actor (state %d)", player->state);
|
|
TEST_EXPECT_OK(e, akgl_controller_poll_key(&keycode, &available),
|
|
"polling for a key a control map claimed");
|
|
TEST_ASSERT(e, available == true, "a bound key never reached the key buffer");
|
|
TEST_ASSERT(e, keycode == SDLK_LEFT, "the poller returned keycode %d, expected %d",
|
|
keycode, (int)SDLK_LEFT);
|
|
|
|
// Flushing discards the backlog.
|
|
CATCH(e, akgl_controller_flush_keys());
|
|
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID, SDLK_B);
|
|
CATCH(e, akgl_controller_handle_event(&appstate_placeholder, &event));
|
|
TEST_EXPECT_OK(e, akgl_controller_flush_keys(), "flushing a buffer with a key in it");
|
|
TEST_EXPECT_OK(e, akgl_controller_poll_key(&keycode, &available), "polling after a flush");
|
|
TEST_ASSERT(e, available == false, "a flush left a keystroke behind");
|
|
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_controller_poll_key(NULL, &available),
|
|
"polling into a NULL keycode");
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_controller_poll_key(&keycode, NULL),
|
|
"polling into a NULL availability flag");
|
|
} CLEANUP {
|
|
reset_control_maps();
|
|
IGNORE(akgl_controller_flush_keys());
|
|
} PROCESS(e) {
|
|
} FINISH(e, true);
|
|
SUCCEED_RETURN(e);
|
|
}
|
|
|
|
akerr_ErrorContext *test_controller_poll_key_overflow(void)
|
|
{
|
|
PREPARE_ERROR(e);
|
|
SDL_Event event;
|
|
int keycode = -1;
|
|
bool available = true;
|
|
bool ordered = true;
|
|
bool pumped = true;
|
|
int i = 0;
|
|
|
|
ATTEMPT {
|
|
reset_control_maps();
|
|
CATCH(e, akgl_controller_flush_keys());
|
|
|
|
// Fill the buffer exactly, then press one more. The overflowing key is
|
|
// the one that is dropped -- what was typed first survives.
|
|
for ( i = 0; i < AKGL_CONTROLLER_KEY_BUFFER + 1; i++ ) {
|
|
akerr_ErrorContext *pumpresult = NULL;
|
|
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID, SDLK_A + i);
|
|
pumpresult = akgl_controller_handle_event(&appstate_placeholder, &event);
|
|
if ( pumpresult != NULL ) {
|
|
pumpresult->handled = true;
|
|
pumpresult = akerr_release_error(pumpresult);
|
|
pumped = false;
|
|
}
|
|
}
|
|
TEST_ASSERT(e, pumped == true, "dispatching the overflow key presses failed");
|
|
|
|
for ( i = 0; i < AKGL_CONTROLLER_KEY_BUFFER; i++ ) {
|
|
akerr_ErrorContext *pollresult = akgl_controller_poll_key(&keycode, &available);
|
|
if ( pollresult != NULL ) {
|
|
pollresult->handled = true;
|
|
pollresult = akerr_release_error(pollresult);
|
|
ordered = false;
|
|
}
|
|
TEST_ASSERT_FLAG(ordered, available == true);
|
|
TEST_ASSERT_FLAG(ordered, keycode == (int)(SDLK_A + i));
|
|
}
|
|
TEST_ASSERT(e, ordered == true,
|
|
"a full buffer did not return the first %d keys in order",
|
|
AKGL_CONTROLLER_KEY_BUFFER);
|
|
|
|
TEST_EXPECT_OK(e, akgl_controller_poll_key(&keycode, &available),
|
|
"polling after draining a full buffer");
|
|
TEST_ASSERT(e, available == false,
|
|
"the key pressed past capacity was buffered anyway (keycode %d)", keycode);
|
|
|
|
// The buffer is reusable after an overflow rather than wedged.
|
|
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID, SDLK_Z);
|
|
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
|
|
"dispatching a key after an overflow");
|
|
TEST_EXPECT_OK(e, akgl_controller_poll_key(&keycode, &available),
|
|
"polling after an overflow");
|
|
TEST_ASSERT(e, available == true, "the buffer stayed full after being drained");
|
|
TEST_ASSERT(e, keycode == SDLK_Z, "the poller returned keycode %d, expected %d",
|
|
keycode, (int)SDLK_Z);
|
|
} CLEANUP {
|
|
reset_control_maps();
|
|
IGNORE(akgl_controller_flush_keys());
|
|
} PROCESS(e) {
|
|
} FINISH(e, true);
|
|
SUCCEED_RETURN(e);
|
|
}
|
|
|
|
akerr_ErrorContext *test_controller_poll_keystroke(void)
|
|
{
|
|
PREPARE_ERROR(errctx);
|
|
SDL_Event event;
|
|
akgl_Keystroke keystroke;
|
|
int keycode = -1;
|
|
bool available = true;
|
|
|
|
ATTEMPT {
|
|
reset_control_maps();
|
|
CATCH(errctx, akgl_controller_flush_keys());
|
|
|
|
// An empty buffer answers "nothing waiting" and zeroes the destination.
|
|
memset(&keystroke, 0xff, sizeof(akgl_Keystroke));
|
|
TEST_EXPECT_OK(errctx, akgl_controller_poll_keystroke(&keystroke, &available),
|
|
"polling an empty keystroke buffer");
|
|
TEST_ASSERT(errctx, available == false,
|
|
"polling an empty buffer reported a keystroke was available");
|
|
TEST_ASSERT(errctx, keystroke.key == 0,
|
|
"polling an empty buffer left a keycode of %d behind", (int)keystroke.key);
|
|
TEST_ASSERT(errctx, keystroke.text[0] == '\0',
|
|
"polling an empty buffer left text behind");
|
|
|
|
// The case the whole thing exists for: a shifted key. The keycode is
|
|
// the unshifted one, so the composed character is the only place the
|
|
// double quote can come from.
|
|
make_key_event_mod(&event, SDL_EVENT_KEY_DOWN, TEST_KBID, SDLK_APOSTROPHE, SDL_KMOD_LSHIFT);
|
|
CATCH(errctx, akgl_controller_handle_event(&appstate_placeholder, &event));
|
|
make_text_event(&event, "\"");
|
|
CATCH(errctx, akgl_controller_handle_event(&appstate_placeholder, &event));
|
|
|
|
TEST_EXPECT_OK(errctx, akgl_controller_poll_keystroke(&keystroke, &available),
|
|
"polling for a shifted key");
|
|
TEST_ASSERT(errctx, available == true, "a shifted key press never reached the buffer");
|
|
TEST_ASSERT(errctx, keystroke.key == SDLK_APOSTROPHE,
|
|
"the keystroke reported keycode %d, expected %d",
|
|
(int)keystroke.key, (int)SDLK_APOSTROPHE);
|
|
TEST_ASSERT(errctx, (keystroke.mod & SDL_KMOD_SHIFT) != 0,
|
|
"the keystroke lost its shift state (mod %d)", (int)keystroke.mod);
|
|
TEST_ASSERT(errctx, strcmp(keystroke.text, "\"") == 0,
|
|
"the keystroke composed to \"%s\", expected a double quote", keystroke.text);
|
|
|
|
// A key that composes to nothing still arrives, with empty text -- that
|
|
// is how a line editor recognises Backspace and the arrows.
|
|
CATCH(errctx, akgl_controller_flush_keys());
|
|
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID, SDLK_LEFT);
|
|
CATCH(errctx, akgl_controller_handle_event(&appstate_placeholder, &event));
|
|
TEST_EXPECT_OK(errctx, akgl_controller_poll_keystroke(&keystroke, &available),
|
|
"polling for a non-printing key");
|
|
TEST_ASSERT(errctx, keystroke.key == SDLK_LEFT,
|
|
"a non-printing key reported keycode %d, expected %d",
|
|
(int)keystroke.key, (int)SDLK_LEFT);
|
|
TEST_ASSERT(errctx, keystroke.text[0] == '\0',
|
|
"a non-printing key composed to \"%s\", expected nothing", keystroke.text);
|
|
|
|
// Text with no key press behind it -- an input method, or a character
|
|
// finished by a dead key -- is buffered on its own rather than dropped.
|
|
CATCH(errctx, akgl_controller_flush_keys());
|
|
make_text_event(&event, "e");
|
|
CATCH(errctx, akgl_controller_handle_event(&appstate_placeholder, &event));
|
|
TEST_EXPECT_OK(errctx, akgl_controller_poll_keystroke(&keystroke, &available),
|
|
"polling for composed text with no key press");
|
|
TEST_ASSERT(errctx, available == true, "composed text with no key press was dropped");
|
|
TEST_ASSERT(errctx, keystroke.key == 0,
|
|
"text with no key press reported keycode %d, expected 0", (int)keystroke.key);
|
|
TEST_ASSERT(errctx, strcmp(keystroke.text, "e") == 0,
|
|
"text with no key press composed to \"%s\", expected \"e\"", keystroke.text);
|
|
TEST_ASSERT(errctx, keystroke.mod == 0,
|
|
"a text-only entry reported modifiers %d; the character it carries already "
|
|
"reflects them", (int)keystroke.mod);
|
|
|
|
// The keycode form has nowhere to report that entry, so it discards it
|
|
// on the way past rather than handing back a keystroke with no key.
|
|
CATCH(errctx, akgl_controller_flush_keys());
|
|
make_text_event(&event, "e");
|
|
CATCH(errctx, akgl_controller_handle_event(&appstate_placeholder, &event));
|
|
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID, SDLK_B);
|
|
CATCH(errctx, akgl_controller_handle_event(&appstate_placeholder, &event));
|
|
TEST_EXPECT_OK(errctx, akgl_controller_poll_key(&keycode, &available),
|
|
"polling by keycode past a text-only entry");
|
|
TEST_ASSERT(errctx, available == true, "the key behind a text-only entry was lost");
|
|
TEST_ASSERT(errctx, keycode == SDLK_B,
|
|
"polling by keycode returned %d, expected %d", keycode, (int)SDLK_B);
|
|
|
|
// Both pollers drain the same buffer.
|
|
CATCH(errctx, akgl_controller_flush_keys());
|
|
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID, SDLK_C);
|
|
CATCH(errctx, akgl_controller_handle_event(&appstate_placeholder, &event));
|
|
CATCH(errctx, akgl_controller_poll_keystroke(&keystroke, &available));
|
|
TEST_EXPECT_OK(errctx, akgl_controller_poll_key(&keycode, &available),
|
|
"polling by keycode after the same key was taken as a keystroke");
|
|
TEST_ASSERT(errctx, available == false, "one keystroke was delivered to both pollers");
|
|
|
|
// Text that arrives after its press has already been drained becomes an
|
|
// entry of its own instead of being attached to somebody else's key.
|
|
CATCH(errctx, akgl_controller_flush_keys());
|
|
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID, SDLK_D);
|
|
CATCH(errctx, akgl_controller_handle_event(&appstate_placeholder, &event));
|
|
CATCH(errctx, akgl_controller_poll_keystroke(&keystroke, &available));
|
|
make_text_event(&event, "d");
|
|
CATCH(errctx, akgl_controller_handle_event(&appstate_placeholder, &event));
|
|
TEST_EXPECT_OK(errctx, akgl_controller_poll_keystroke(&keystroke, &available),
|
|
"polling for text that outlived its key press");
|
|
TEST_ASSERT(errctx, available == true, "text that outlived its key press was dropped");
|
|
TEST_ASSERT(errctx, keystroke.key == 0,
|
|
"text that outlived its key press was attached to keycode %d",
|
|
(int)keystroke.key);
|
|
|
|
// More text than an entry holds is cut on a character boundary, never
|
|
// through the middle of one. Each of these is two bytes, so three fit
|
|
// in the eight-byte field and the fourth does not.
|
|
CATCH(errctx, akgl_controller_flush_keys());
|
|
make_text_event(&event, "\xce\xb1\xce\xb1\xce\xb1\xce\xb1");
|
|
CATCH(errctx, akgl_controller_handle_event(&appstate_placeholder, &event));
|
|
TEST_EXPECT_OK(errctx, akgl_controller_poll_keystroke(&keystroke, &available),
|
|
"polling for text longer than one entry holds");
|
|
TEST_ASSERT(errctx, strcmp(keystroke.text, "\xce\xb1\xce\xb1\xce\xb1") == 0,
|
|
"oversized text was truncated to \"%s\", expected three whole characters",
|
|
keystroke.text);
|
|
|
|
// A sequence the string ends in the middle of is dropped rather than
|
|
// copied by reading past the terminator to find its other half.
|
|
CATCH(errctx, akgl_controller_flush_keys());
|
|
make_text_event(&event, "a\xce");
|
|
CATCH(errctx, akgl_controller_handle_event(&appstate_placeholder, &event));
|
|
TEST_EXPECT_OK(errctx, akgl_controller_poll_keystroke(&keystroke, &available),
|
|
"polling for text that ends mid-character");
|
|
TEST_ASSERT(errctx, strcmp(keystroke.text, "a") == 0,
|
|
"a truncated character came back as \"%s\", expected just the whole one",
|
|
keystroke.text);
|
|
|
|
TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER,
|
|
akgl_controller_poll_keystroke(NULL, &available),
|
|
"polling into a NULL keystroke");
|
|
TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER,
|
|
akgl_controller_poll_keystroke(&keystroke, NULL),
|
|
"polling into a NULL availability flag");
|
|
} CLEANUP {
|
|
reset_control_maps();
|
|
IGNORE(akgl_controller_flush_keys());
|
|
} PROCESS(errctx) {
|
|
} FINISH(errctx, true);
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
int main(void)
|
|
{
|
|
PREPARE_ERROR(errctx);
|
|
|
|
SDL_SetHint(SDL_HINT_VIDEO_DRIVER, "dummy");
|
|
SDL_SetHint(SDL_HINT_AUDIO_DRIVER, "dummy");
|
|
|
|
ATTEMPT {
|
|
CATCH(errctx, akgl_error_init());
|
|
FAIL_ZERO_BREAK(
|
|
errctx,
|
|
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD),
|
|
AKGL_ERR_SDL,
|
|
"Couldn't initialize SDL: %s",
|
|
SDL_GetError());
|
|
|
|
CATCH(errctx, akgl_heap_init());
|
|
CATCH(errctx, akgl_registry_init());
|
|
|
|
CATCH(errctx, test_controller_pushmap());
|
|
CATCH(errctx, test_controller_default_bindings());
|
|
CATCH(errctx, test_controller_handle_keyboard_events());
|
|
CATCH(errctx, test_controller_handle_gamepad_events());
|
|
CATCH(errctx, test_controller_wildcard_device_ids());
|
|
CATCH(errctx, test_controller_handle_event_edge_cases());
|
|
CATCH(errctx, test_controller_gamepad_button_handlers());
|
|
CATCH(errctx, test_controller_device_events());
|
|
CATCH(errctx, test_controller_device_enumeration());
|
|
CATCH(errctx, test_controller_poll_key());
|
|
CATCH(errctx, test_controller_poll_key_overflow());
|
|
CATCH(errctx, test_controller_poll_keystroke());
|
|
} CLEANUP {
|
|
SDL_Quit();
|
|
} PROCESS(errctx) {
|
|
} FINISH_NORETURN(errctx);
|
|
}
|