/**************************************************************************/ /* display_server_mock.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #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. CursorShape cursor_shape = CursorShape::CURSOR_ARROW; bool window_over = false; Callable event_callback; Callable input_event_callback; static Vector get_rendering_drivers_func() { Vector 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 &p_event) { static_cast(get_singleton())->_dispatch_input_event(p_event); } void _dispatch_input_event(const Ref &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: case FEATURE_CURSOR_SHAPE: 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. // For Mouse motion events, the `relative`-property is set based on the distance to the previous mouse position. void simulate_event(Ref p_event) { Ref event = p_event; Ref me = p_event; if (me.is_valid()) { Ref mm = p_event; if (mm.is_valid()) { mm->set_relative(mm->get_position() - mouse_position); event = mm; } _set_mouse_position(me->get_position()); } Input::get_singleton()->parse_input_event(event); } // Returns the current cursor shape. CursorShape get_cursor_shape() { return cursor_shape; } 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 cursor_set_shape(CursorShape p_shape) override { cursor_shape = p_shape; } 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