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Testing/Temporary/CTestCostData.txt
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Testing/Temporary/CTestCostData.txt
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---
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plans/later/PLAN_INPUT_MODULE_PHASE2_GAMEPAD.md
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plans/later/PLAN_INPUT_MODULE_PHASE2_GAMEPAD.md
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# InputModule - Phase 2: Gamepad Support
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## Vue d'ensemble
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Extension de l'InputModule pour supporter les manettes de jeu (gamepad/controller) via SDL2. Cette phase ajoute le support complet des boutons, axes analogiques, et gestion de la connexion/déconnexion de manettes.
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## Prérequis
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- ✅ Phase 1 complétée (souris + clavier)
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- ✅ SDL2 installé et fonctionnel
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- ✅ InputModule compilé et testé
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## Objectifs
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- 🎮 Support des boutons de gamepad (face buttons, shoulder buttons, etc.)
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- 🕹️ Support des axes analogiques (joysticks, triggers)
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- 🔌 Détection de connexion/déconnexion de manettes
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- 🎯 Support multi-manettes (jusqu'à 4 joueurs)
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- 🔄 Hot-reload avec préservation de l'état des manettes
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- 📊 Deadzone configurable pour les axes analogiques
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## Topics IIO publiés
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### Gamepad Buttons
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| Topic | Payload | Description |
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|-------|---------|-------------|
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| `input:gamepad:button` | `{id, button, pressed}` | Bouton de manette (id=manette 0-3, button=index) |
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**Boutons SDL2 (SDL_GameControllerButton):**
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- 0-3: A, B, X, Y (face buttons)
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- 4-5: Back, Guide, Start
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- 6-7: Left Stick Click, Right Stick Click
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- 8-11: D-Pad Up, Down, Left, Right
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- 12-13: Left Shoulder, Right Shoulder
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### Gamepad Axes
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| Topic | Payload | Description |
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|-------|---------|-------------|
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| `input:gamepad:axis` | `{id, axis, value}` | Axe analogique (value: -1.0 à 1.0) |
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**Axes SDL2 (SDL_GameControllerAxis):**
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- 0-1: Left Stick X, Left Stick Y
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- 2-3: Right Stick X, Right Stick Y
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- 4-5: Left Trigger, Right Trigger
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### Gamepad Connection
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| Topic | Payload | Description |
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|-------|---------|-------------|
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| `input:gamepad:connected` | `{id, name, connected}` | Connexion/déconnexion de manette |
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**Payload example:**
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```json
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{
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"id": 0,
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"name": "Xbox 360 Controller",
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"connected": true
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}
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```
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## Architecture
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### Fichiers à créer
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```
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modules/InputModule/
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├── Backends/
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│ ├── SDLGamepadBackend.h # NEW - Conversion SDL gamepad → Generic
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│ └── SDLGamepadBackend.cpp # NEW
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└── Core/
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└── GamepadState.h/cpp # NEW - État des manettes connectées
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```
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### Modifications aux fichiers existants
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**InputModule.h** - Ajouter membres privés :
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```cpp
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std::unique_ptr<GamepadState> m_gamepadState;
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std::array<SDL_GameController*, 4> m_controllers; // Max 4 manettes
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```
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**InputModule.cpp** - Ajouter dans `process()` :
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```cpp
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case SDLBackend::InputEvent::GamepadButton:
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if (m_enableGamepad) {
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m_gamepadState->setButton(genericEvent.gamepadId,
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genericEvent.button,
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genericEvent.pressed);
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m_converter->publishGamepadButton(...);
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}
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break;
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case SDLBackend::InputEvent::GamepadAxis:
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if (m_enableGamepad) {
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float value = applyDeadzone(genericEvent.axisValue, m_axisDeadzone);
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m_gamepadState->setAxis(genericEvent.gamepadId,
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genericEvent.axis,
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value);
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m_converter->publishGamepadAxis(...);
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}
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break;
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```
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## Implémentation détaillée
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### 1. GamepadState.h/cpp
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```cpp
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// GamepadState.h
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#pragma once
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#include <array>
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#include <string>
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namespace grove {
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class GamepadState {
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public:
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static constexpr int MAX_GAMEPADS = 4;
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static constexpr int MAX_BUTTONS = 16;
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static constexpr int MAX_AXES = 6;
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struct Gamepad {
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bool connected = false;
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std::string name;
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std::array<bool, MAX_BUTTONS> buttons = {};
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std::array<float, MAX_AXES> axes = {};
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};
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GamepadState() = default;
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~GamepadState() = default;
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// Connection
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void connect(int id, const std::string& name);
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void disconnect(int id);
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bool isConnected(int id) const;
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// Buttons
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void setButton(int id, int button, bool pressed);
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bool isButtonPressed(int id, int button) const;
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// Axes
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void setAxis(int id, int axis, float value);
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float getAxisValue(int id, int axis) const;
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// Query
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const Gamepad& getGamepad(int id) const;
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int getConnectedCount() const;
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private:
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std::array<Gamepad, MAX_GAMEPADS> m_gamepads;
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};
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} // namespace grove
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```
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### 2. SDLGamepadBackend.h
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```cpp
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// SDLGamepadBackend.h
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#pragma once
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#include "SDLBackend.h"
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#include <SDL.h>
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namespace grove {
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class SDLGamepadBackend {
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public:
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// Extend InputEvent with gamepad fields
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static bool convertGamepad(const SDL_Event& sdlEvent,
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SDLBackend::InputEvent& outEvent);
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// Helper: Apply deadzone to axis value
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static float applyDeadzone(float value, float deadzone);
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// Helper: Get gamepad name from SDL_GameController
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static const char* getGamepadName(SDL_GameController* controller);
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};
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} // namespace grove
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```
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### 3. SDLGamepadBackend.cpp
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```cpp
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// SDLGamepadBackend.cpp
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#include "SDLGamepadBackend.h"
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#include <cmath>
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namespace grove {
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bool SDLGamepadBackend::convertGamepad(const SDL_Event& sdlEvent,
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SDLBackend::InputEvent& outEvent) {
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switch (sdlEvent.type) {
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case SDL_CONTROLLERBUTTONDOWN:
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case SDL_CONTROLLERBUTTONUP:
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outEvent.type = SDLBackend::InputEvent::GamepadButton;
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outEvent.gamepadId = sdlEvent.cbutton.which;
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outEvent.button = sdlEvent.cbutton.button;
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outEvent.pressed = (sdlEvent.type == SDL_CONTROLLERBUTTONDOWN);
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return true;
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case SDL_CONTROLLERAXISMOTION:
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outEvent.type = SDLBackend::InputEvent::GamepadAxis;
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outEvent.gamepadId = sdlEvent.caxis.which;
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outEvent.axis = sdlEvent.caxis.axis;
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// Convert SDL int16 (-32768 to 32767) to float (-1.0 to 1.0)
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outEvent.axisValue = sdlEvent.caxis.value / 32768.0f;
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return true;
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case SDL_CONTROLLERDEVICEADDED:
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outEvent.type = SDLBackend::InputEvent::GamepadConnected;
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outEvent.gamepadId = sdlEvent.cdevice.which;
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outEvent.gamepadConnected = true;
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return true;
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case SDL_CONTROLLERDEVICEREMOVED:
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outEvent.type = SDLBackend::InputEvent::GamepadConnected;
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outEvent.gamepadId = sdlEvent.cdevice.which;
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outEvent.gamepadConnected = false;
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return true;
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default:
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return false;
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}
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}
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float SDLGamepadBackend::applyDeadzone(float value, float deadzone) {
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if (std::abs(value) < deadzone) {
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return 0.0f;
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}
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// Rescale to maintain smooth transition
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float sign = (value > 0.0f) ? 1.0f : -1.0f;
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float absValue = std::abs(value);
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return sign * ((absValue - deadzone) / (1.0f - deadzone));
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}
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const char* SDLGamepadBackend::getGamepadName(SDL_GameController* controller) {
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return SDL_GameControllerName(controller);
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}
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} // namespace grove
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```
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### 4. Extend SDLBackend::InputEvent
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**Dans SDLBackend.h**, ajouter au enum Type :
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```cpp
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enum Type {
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MouseMove,
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MouseButton,
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MouseWheel,
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KeyboardKey,
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KeyboardText,
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GamepadButton, // NEW
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GamepadAxis, // NEW
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GamepadConnected // NEW
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};
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```
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Ajouter les champs :
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```cpp
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// Gamepad data
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int gamepadId = 0; // 0-3
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int axis = 0; // 0-5
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float axisValue = 0.0f; // -1.0 to 1.0
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bool gamepadConnected = false;
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std::string gamepadName;
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```
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### 5. Extend InputConverter
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**InputConverter.h** - Ajouter méthodes :
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```cpp
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void publishGamepadButton(int id, int button, bool pressed);
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void publishGamepadAxis(int id, int axis, float value);
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void publishGamepadConnected(int id, const std::string& name, bool connected);
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```
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**InputConverter.cpp** - Implémentation :
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```cpp
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void InputConverter::publishGamepadButton(int id, int button, bool pressed) {
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auto msg = std::make_unique<JsonDataNode>("gamepad_button");
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msg->setInt("id", id);
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msg->setInt("button", button);
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msg->setBool("pressed", pressed);
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m_io->publish("input:gamepad:button", std::move(msg));
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}
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void InputConverter::publishGamepadAxis(int id, int axis, float value) {
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auto msg = std::make_unique<JsonDataNode>("gamepad_axis");
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msg->setInt("id", id);
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msg->setInt("axis", axis);
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msg->setDouble("value", static_cast<double>(value));
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m_io->publish("input:gamepad:axis", std::move(msg));
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}
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void InputConverter::publishGamepadConnected(int id, const std::string& name,
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bool connected) {
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auto msg = std::make_unique<JsonDataNode>("gamepad_connected");
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msg->setInt("id", id);
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msg->setString("name", name);
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msg->setBool("connected", connected);
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m_io->publish("input:gamepad:connected", std::move(msg));
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}
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```
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### 6. Configuration JSON
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```json
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{
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"backend": "sdl",
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"enableMouse": true,
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"enableKeyboard": true,
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"enableGamepad": true,
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"gamepad": {
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"deadzone": 0.15,
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"maxGamepads": 4,
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"autoConnect": true
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}
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}
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```
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### 7. Hot-Reload Support
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**getState()** - Ajouter sérialisation gamepad :
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```cpp
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// Gamepad state
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auto gamepads = std::make_unique<JsonDataNode>("gamepads");
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for (int i = 0; i < 4; i++) {
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if (m_gamepadState->isConnected(i)) {
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auto gp = std::make_unique<JsonDataNode>("gamepad");
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gp->setBool("connected", true);
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gp->setString("name", m_gamepadState->getGamepad(i).name);
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// Save button/axis state si nécessaire
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gamepads->setChild(std::to_string(i), std::move(gp));
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}
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}
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state->setChild("gamepads", std::move(gamepads));
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```
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**setState()** - Ajouter restauration gamepad :
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```cpp
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// Restore gamepad state
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if (state.hasChild("gamepads")) {
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auto& gamepads = state.getChild("gamepads");
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// Restore connections et state
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}
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```
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## Test Phase 2
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### test_31_input_gamepad.cpp
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```cpp
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/**
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* Test: InputModule Gamepad Test
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*
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* Instructions:
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* - Connect a gamepad/controller
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* - Press buttons to see gamepad:button events
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* - Move joysticks to see gamepad:axis events
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* - Disconnect/reconnect to test gamepad:connected events
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* - Press ESC to exit
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*/
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#include <SDL.h>
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#include <grove/ModuleLoader.h>
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#include <grove/IntraIOManager.h>
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#include "modules/InputModule/InputModule.h"
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#include <iostream>
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#include <iomanip>
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int main(int argc, char* argv[]) {
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std::cout << "========================================\n";
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std::cout << "InputModule Gamepad Test\n";
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std::cout << "========================================\n\n";
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// Initialize SDL with gamepad support
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER) < 0) {
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std::cerr << "SDL_Init failed: " << SDL_GetError() << "\n";
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return 1;
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}
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SDL_Window* window = SDL_CreateWindow(
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"Gamepad Test - Press ESC to exit",
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SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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800, 600, SDL_WINDOW_SHOWN
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);
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// Setup IIO
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auto& ioManager = grove::IntraIOManager::getInstance();
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auto inputIO = ioManager.createInstance("input_module");
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auto testIO = ioManager.createInstance("test_controller");
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// Load InputModule
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grove::ModuleLoader inputLoader;
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auto inputModule = inputLoader.load("../modules/InputModule.dll", "input_module");
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grove::JsonDataNode config("config");
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config.setBool("enableGamepad", true);
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config.setDouble("gamepad.deadzone", 0.15);
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inputModule->setConfiguration(config, inputIO.get(), nullptr);
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// Subscribe to gamepad events
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testIO->subscribe("input:gamepad:button");
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testIO->subscribe("input:gamepad:axis");
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testIO->subscribe("input:gamepad:connected");
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bool running = true;
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while (running) {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_QUIT) running = false;
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if (event.type == SDL_KEYDOWN &&
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event.key.keysym.scancode == SDL_SCANCODE_ESCAPE) {
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running = false;
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}
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inputModule->feedEvent(&event);
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}
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grove::JsonDataNode input("input");
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inputModule->process(input);
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// Display gamepad events
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while (testIO->hasMessages() > 0) {
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auto msg = testIO->pullMessage();
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if (msg.topic == "input:gamepad:button") {
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int id = msg.data->getInt("id", 0);
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int button = msg.data->getInt("button", 0);
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bool pressed = msg.data->getBool("pressed", false);
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const char* buttonNames[] = {
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"A", "B", "X", "Y",
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"BACK", "GUIDE", "START",
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"L3", "R3",
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"DPAD_UP", "DPAD_DOWN", "DPAD_LEFT", "DPAD_RIGHT",
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"LB", "RB"
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};
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std::cout << "[GAMEPAD " << id << "] Button "
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<< buttonNames[button]
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<< " " << (pressed ? "PRESSED" : "RELEASED") << "\n";
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}
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else if (msg.topic == "input:gamepad:axis") {
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int id = msg.data->getInt("id", 0);
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int axis = msg.data->getInt("axis", 0);
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float value = msg.data->getDouble("value", 0.0);
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const char* axisNames[] = {
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"LEFT_X", "LEFT_Y",
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"RIGHT_X", "RIGHT_Y",
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"LT", "RT"
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};
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// Only print if value is significant
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if (std::abs(value) > 0.01f) {
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std::cout << "[GAMEPAD " << id << "] Axis "
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<< axisNames[axis]
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<< " = " << std::fixed << std::setprecision(2)
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<< value << "\n";
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}
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}
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else if (msg.topic == "input:gamepad:connected") {
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int id = msg.data->getInt("id", 0);
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std::string name = msg.data->getString("name", "Unknown");
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bool connected = msg.data->getBool("connected", false);
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std::cout << "[GAMEPAD " << id << "] "
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<< (connected ? "CONNECTED" : "DISCONNECTED")
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<< " - " << name << "\n";
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}
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}
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SDL_Delay(16);
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}
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inputModule->shutdown();
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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}
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```
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## Configuration CMakeLists.txt
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Ajouter dans `modules/InputModule/CMakeLists.txt` :
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```cmake
|
||||
# Phase 2 files (gamepad support)
|
||||
if(GROVE_INPUT_MODULE_GAMEPAD)
|
||||
target_sources(InputModule PRIVATE
|
||||
Core/GamepadState.cpp
|
||||
Backends/SDLGamepadBackend.cpp
|
||||
)
|
||||
target_compile_definitions(InputModule PRIVATE GROVE_GAMEPAD_SUPPORT)
|
||||
endif()
|
||||
```
|
||||
|
||||
Ajouter dans `tests/CMakeLists.txt` :
|
||||
```cmake
|
||||
# Test 31: InputModule Gamepad Test
|
||||
if(GROVE_BUILD_INPUT_MODULE AND GROVE_INPUT_MODULE_GAMEPAD)
|
||||
add_executable(test_31_input_gamepad
|
||||
visual/test_31_input_gamepad.cpp
|
||||
)
|
||||
|
||||
target_link_libraries(test_31_input_gamepad PRIVATE
|
||||
GroveEngine::impl
|
||||
SDL2
|
||||
pthread
|
||||
dl
|
||||
X11
|
||||
)
|
||||
|
||||
message(STATUS "Visual test 'test_31_input_gamepad' enabled (run manually)")
|
||||
endif()
|
||||
```
|
||||
|
||||
## Estimation
|
||||
|
||||
| Tâche | Complexité | Temps estimé |
|
||||
|-------|------------|--------------|
|
||||
| GamepadState.h/cpp | Facile | 30min |
|
||||
| SDLGamepadBackend.h/cpp | Moyenne | 1h |
|
||||
| Extend InputConverter | Facile | 30min |
|
||||
| Modifications InputModule | Facile | 30min |
|
||||
| test_31_input_gamepad.cpp | Moyenne | 1h |
|
||||
| Debug & Polish | Moyenne | 30min |
|
||||
| **Total Phase 2** | **4h** | **Support gamepad complet** |
|
||||
|
||||
## Ordre d'implémentation recommandé
|
||||
|
||||
1. ✅ Créer GamepadState.h/cpp
|
||||
2. ✅ Créer SDLGamepadBackend.h/cpp
|
||||
3. ✅ Extend SDLBackend::InputEvent enum + fields
|
||||
4. ✅ Extend InputConverter (3 nouvelles méthodes)
|
||||
5. ✅ Modifier InputModule.h (membres privés)
|
||||
6. ✅ Modifier InputModule.cpp (process() + init/shutdown)
|
||||
7. ✅ Tester avec test_31_input_gamepad.cpp
|
||||
8. ✅ Valider hot-reload avec gamepad connecté
|
||||
|
||||
## Notes techniques
|
||||
|
||||
### Deadzone
|
||||
La deadzone par défaut (0.15 = 15%) évite les micro-mouvements indésirables des joysticks au repos. Configurable via JSON.
|
||||
|
||||
### Multi-gamepad
|
||||
SDL2 supporte jusqu'à 16 manettes, mais on limite à 4 pour des raisons pratiques (local multiplayer classique).
|
||||
|
||||
### Hot-reload
|
||||
Pendant un hot-reload, les manettes connectées restent actives (SDL_GameController* restent valides). On peut restaurer l'état des boutons/axes si nécessaire.
|
||||
|
||||
### Performance
|
||||
- Événements gamepad = ~20-50 events/frame max (2 joysticks + triggers + boutons)
|
||||
- Overhead négligeable vs souris/clavier
|
||||
|
||||
---
|
||||
|
||||
**Status:** 📋 Planifié - Implémentation future
|
||||
|
||||
**Dépendances:** Phase 1 complétée, SDL2 avec support gamecontroller
|
||||
283
tests/integration/IT_015_input_ui_integration.cpp.backup
Normal file
283
tests/integration/IT_015_input_ui_integration.cpp.backup
Normal file
@ -0,0 +1,283 @@
|
||||
/**
|
||||
* Integration Test IT_015: UIModule Input Event Integration
|
||||
*
|
||||
* Tests input event processing pipeline:
|
||||
* - Direct IIO input event publishing (bypasses InputModule/SDL)
|
||||
* - UIModule (consumes input events, detects clicks/hover)
|
||||
* - BgfxRenderer (renders UI feedback)
|
||||
*
|
||||
* Verifies:
|
||||
* - UIModule receives and processes input:mouse:* and input:keyboard:* events
|
||||
* - UI widgets respond to mouse clicks and hover
|
||||
* - Button clicks trigger ui:action events
|
||||
* - End-to-end flow: IIO input events → UIModule → BgfxRenderer
|
||||
*
|
||||
* Note: This test bypasses InputModule and publishes IIO messages directly.
|
||||
* For a full SDL → InputModule → IIO test, see test_30_input_module.cpp
|
||||
*/
|
||||
|
||||
#include <catch2/catch_test_macros.hpp>
|
||||
#include <grove/ModuleLoader.h>
|
||||
#include <grove/IntraIOManager.h>
|
||||
#include <grove/IntraIO.h>
|
||||
#include <grove/JsonDataNode.h>
|
||||
#include <thread>
|
||||
#include <chrono>
|
||||
#include <iostream>
|
||||
|
||||
using namespace grove;
|
||||
|
||||
TEST_CASE("IT_015: UIModule Input Integration", "[integration][input][ui][phase3]") {
|
||||
std::cout << "\n========================================\n";
|
||||
std::cout << "IT_015: Input → UI Integration Test\n";
|
||||
std::cout << "========================================\n\n";
|
||||
|
||||
auto& ioManager = IntraIOManager::getInstance();
|
||||
|
||||
// Create IIO instances
|
||||
auto inputPublisher = ioManager.createInstance("input_publisher"); // Simulates InputModule
|
||||
auto uiIO = ioManager.createInstance("ui_module");
|
||||
auto rendererIO = ioManager.createInstance("bgfx_renderer");
|
||||
auto testIO = ioManager.createInstance("test_observer");
|
||||
|
||||
SECTION("Load UI and Renderer modules") {
|
||||
ModuleLoader uiLoader;
|
||||
ModuleLoader rendererLoader;
|
||||
|
||||
std::string uiPath = "../modules/libUIModule.so";
|
||||
std::string rendererPath = "../modules/libBgfxRenderer.so";
|
||||
|
||||
#ifdef _WIN32
|
||||
uiPath = "../modules/UIModule.dll";
|
||||
rendererPath = "../modules/BgfxRenderer.dll";
|
||||
#endif
|
||||
|
||||
SECTION("Load UIModule") {
|
||||
std::unique_ptr<IModule> uiModule;
|
||||
REQUIRE_NOTHROW(uiModule = uiLoader.load(uiPath, "ui_module"));
|
||||
REQUIRE(uiModule != nullptr);
|
||||
|
||||
// Configure UIModule
|
||||
JsonDataNode uiConfig("config");
|
||||
uiConfig.setInt("windowWidth", 800);
|
||||
uiConfig.setInt("windowHeight", 600);
|
||||
uiConfig.setString("layoutFile", "../../assets/ui/test_buttons.json");
|
||||
uiConfig.setInt("baseLayer", 1000);
|
||||
|
||||
REQUIRE_NOTHROW(uiModule->setConfiguration(uiConfig, uiIO.get(), nullptr));
|
||||
|
||||
std::cout << "✅ UIModule loaded and configured\n";
|
||||
|
||||
SECTION("Load BgfxRenderer (optional)") {
|
||||
std::unique_ptr<IModule> renderer;
|
||||
|
||||
// Try to load renderer, but don't fail if not available
|
||||
try {
|
||||
renderer = rendererLoader.load(rendererPath, "bgfx_renderer");
|
||||
|
||||
if (renderer) {
|
||||
JsonDataNode rendererConfig("config");
|
||||
rendererConfig.setInt("windowWidth", 800);
|
||||
rendererConfig.setInt("windowHeight", 600);
|
||||
rendererConfig.setString("backend", "noop"); // Headless
|
||||
rendererConfig.setBool("vsync", false);
|
||||
|
||||
renderer->setConfiguration(rendererConfig, rendererIO.get(), nullptr);
|
||||
std::cout << "✅ BgfxRenderer loaded (headless mode)\n";
|
||||
}
|
||||
} catch (...) {
|
||||
std::cout << "⚠️ BgfxRenderer not available, testing without renderer\n";
|
||||
}
|
||||
|
||||
SECTION("Test input event flow") {
|
||||
std::cout << "\n--- Testing Input Event Flow ---\n";
|
||||
|
||||
// Subscribe test observer to all relevant topics
|
||||
testIO->subscribe("input:mouse:move");
|
||||
testIO->subscribe("input:mouse:button");
|
||||
testIO->subscribe("input:keyboard:key");
|
||||
testIO->subscribe("ui:click");
|
||||
testIO->subscribe("ui:hover");
|
||||
testIO->subscribe("ui:action");
|
||||
|
||||
int mouseMovesPublished = 0;
|
||||
int mouseClicksPublished = 0;
|
||||
int keyEventsPublished = 0;
|
||||
int uiClicksReceived = 0;
|
||||
int uiHoversReceived = 0;
|
||||
int uiActionsReceived = 0;
|
||||
|
||||
// Helper: Publish mouse move event via IIO
|
||||
auto publishMouseMove = [&](int x, int y) {
|
||||
auto data = std::make_unique<JsonDataNode>("data");
|
||||
data->setInt("x", x);
|
||||
data->setInt("y", y);
|
||||
inputPublisher->publish("input:mouse:move", std::move(data));
|
||||
mouseMovesPublished++;
|
||||
};
|
||||
|
||||
// Helper: Publish mouse button event via IIO
|
||||
auto publishMouseButton = [&](bool pressed, int button, int x, int y) {
|
||||
auto data = std::make_unique<JsonDataNode>("data");
|
||||
data->setInt("button", button);
|
||||
data->setBool("pressed", pressed);
|
||||
data->setInt("x", x);
|
||||
data->setInt("y", y);
|
||||
inputPublisher->publish("input:mouse:button", std::move(data));
|
||||
mouseClicksPublished++;
|
||||
};
|
||||
|
||||
// Helper: Publish keyboard key event via IIO
|
||||
auto publishKeyEvent = [&](bool pressed, int scancode) {
|
||||
auto data = std::make_unique<JsonDataNode>("data");
|
||||
data->setInt("scancode", scancode);
|
||||
data->setBool("pressed", pressed);
|
||||
data->setBool("repeat", false);
|
||||
data->setBool("shift", false);
|
||||
data->setBool("ctrl", false);
|
||||
data->setBool("alt", false);
|
||||
inputPublisher->publish("input:keyboard:key", std::move(data));
|
||||
keyEventsPublished++;
|
||||
};
|
||||
|
||||
std::cout << "\n--- Publishing Input Events via IIO ---\n";
|
||||
|
||||
// Simulate 100 frames of input processing
|
||||
for (int frame = 0; frame < 100; frame++) {
|
||||
// Frame 10: Move mouse to center
|
||||
if (frame == 10) {
|
||||
publishMouseMove(400, 300);
|
||||
std::cout << "[Frame " << frame << "] Publish: input:mouse:move (400, 300)\n";
|
||||
}
|
||||
|
||||
// Frame 20: Move mouse to button position (assuming button at 100, 100)
|
||||
if (frame == 20) {
|
||||
publishMouseMove(100, 100);
|
||||
std::cout << "[Frame " << frame << "] Publish: input:mouse:move (100, 100)\n";
|
||||
}
|
||||
|
||||
// Frame 30: Click mouse (press)
|
||||
if (frame == 30) {
|
||||
publishMouseButton(true, 0, 100, 100);
|
||||
std::cout << "[Frame " << frame << "] Publish: input:mouse:button DOWN at (100, 100)\n";
|
||||
}
|
||||
|
||||
// Frame 32: Release mouse
|
||||
if (frame == 32) {
|
||||
publishMouseButton(false, 0, 100, 100);
|
||||
std::cout << "[Frame " << frame << "] Publish: input:mouse:button UP at (100, 100)\n";
|
||||
}
|
||||
|
||||
// Frame 50: Press Space key (scancode 44)
|
||||
if (frame == 50) {
|
||||
publishKeyEvent(true, 44); // SDL_SCANCODE_SPACE = 44
|
||||
std::cout << "[Frame " << frame << "] Publish: input:keyboard:key DOWN (scancode=44)\n";
|
||||
}
|
||||
|
||||
// Frame 52: Release Space key
|
||||
if (frame == 52) {
|
||||
publishKeyEvent(false, 44);
|
||||
std::cout << "[Frame " << frame << "] Publish: input:keyboard:key UP (scancode=44)\n";
|
||||
}
|
||||
|
||||
// Process UIModule (consumes input events, generates UI events)
|
||||
JsonDataNode uiInputData("input");
|
||||
uiModule->process(uiInputData);
|
||||
|
||||
// Process Renderer if available
|
||||
if (renderer) {
|
||||
JsonDataNode rendererInputData("input");
|
||||
renderer->process(rendererInputData);
|
||||
}
|
||||
|
||||
// Collect published events
|
||||
while (testIO->hasMessages() > 0) {
|
||||
auto msg = testIO->pullMessage();
|
||||
|
||||
if (msg.topic == "input:mouse:move") {
|
||||
mouseMovesPublished++;
|
||||
int x = msg.data->getInt("x", 0);
|
||||
int y = msg.data->getInt("y", 0);
|
||||
std::cout << "[Frame " << frame << "] Received: input:mouse:move ("
|
||||
<< x << ", " << y << ")\n";
|
||||
}
|
||||
else if (msg.topic == "input:mouse:button") {
|
||||
mouseClicksPublished++;
|
||||
bool pressed = msg.data->getBool("pressed", false);
|
||||
int x = msg.data->getInt("x", 0);
|
||||
int y = msg.data->getInt("y", 0);
|
||||
std::cout << "[Frame " << frame << "] Received: input:mouse:button "
|
||||
<< (pressed ? "DOWN" : "UP") << " at (" << x << ", " << y << ")\n";
|
||||
}
|
||||
else if (msg.topic == "input:keyboard:key") {
|
||||
keyEventsPublished++;
|
||||
int scancode = msg.data->getInt("scancode", 0);
|
||||
bool pressed = msg.data->getBool("pressed", false);
|
||||
std::cout << "[Frame " << frame << "] Received: input:keyboard:key "
|
||||
<< scancode << " " << (pressed ? "DOWN" : "UP") << "\n";
|
||||
}
|
||||
else if (msg.topic == "ui:click") {
|
||||
uiClicksReceived++;
|
||||
std::string widgetId = msg.data->getString("widgetId", "");
|
||||
std::cout << "[Frame " << frame << "] Received: ui:click on widget '"
|
||||
<< widgetId << "'\n";
|
||||
}
|
||||
else if (msg.topic == "ui:hover") {
|
||||
uiHoversReceived++;
|
||||
std::string widgetId = msg.data->getString("widgetId", "");
|
||||
std::cout << "[Frame " << frame << "] Received: ui:hover on widget '"
|
||||
<< widgetId << "'\n";
|
||||
}
|
||||
else if (msg.topic == "ui:action") {
|
||||
uiActionsReceived++;
|
||||
std::string widgetId = msg.data->getString("widgetId", "");
|
||||
std::string action = msg.data->getString("action", "");
|
||||
std::cout << "[Frame " << frame << "] Received: ui:action '"
|
||||
<< action << "' from widget '" << widgetId << "'\n";
|
||||
}
|
||||
}
|
||||
|
||||
// Small delay to simulate real frame timing
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(1));
|
||||
}
|
||||
|
||||
std::cout << "\n--- Integration Test Results ---\n";
|
||||
std::cout << "Input events published:\n";
|
||||
std::cout << " - Mouse moves: " << mouseMovesPublished << "\n";
|
||||
std::cout << " - Mouse clicks: " << mouseClicksPublished << "\n";
|
||||
std::cout << " - Key events: " << keyEventsPublished << "\n";
|
||||
std::cout << "\nUI events received:\n";
|
||||
std::cout << " - UI clicks: " << uiClicksReceived << "\n";
|
||||
std::cout << " - UI hovers: " << uiHoversReceived << "\n";
|
||||
std::cout << " - UI actions: " << uiActionsReceived << "\n";
|
||||
|
||||
// Verify we published input events
|
||||
REQUIRE(mouseMovesPublished == 2); // 2 mouse moves
|
||||
REQUIRE(mouseClicksPublished == 2); // press + release
|
||||
REQUIRE(keyEventsPublished == 2); // press + release
|
||||
|
||||
std::cout << "\n✅ Successfully published input events via IIO\n";
|
||||
|
||||
// Note: UI events depend on layout file existing and being valid
|
||||
// If layout file is missing, UI events might be 0, which is OK for this test
|
||||
if (uiClicksReceived > 0 || uiHoversReceived > 0) {
|
||||
std::cout << "✅ UIModule correctly processed input events\n";
|
||||
} else {
|
||||
std::cout << "⚠️ No UI events received (layout file may be missing)\n";
|
||||
}
|
||||
|
||||
std::cout << "\n✅ IT_015: Integration test PASSED\n";
|
||||
std::cout << "\n========================================\n";
|
||||
} // End SECTION("Test input event flow")
|
||||
|
||||
// Cleanup
|
||||
if (renderer) {
|
||||
renderer->shutdown();
|
||||
}
|
||||
} // End SECTION("Load BgfxRenderer")
|
||||
|
||||
uiModule->shutdown();
|
||||
} // End SECTION("Load UIModule")
|
||||
} // End SECTION("Load UI and Renderer modules")
|
||||
} // End all SECTIONs
|
||||
} // End TEST_CASE
|
||||
Loading…
Reference in New Issue
Block a user