extends SceneTree var failures: Array[String] = [] var intents: Array = [] func _init() -> void: _run.call_deferred() func _run() -> void: var component_script: Script = load("res://scenes/components/input_component.gd") _expect(component_script != null, "InputComponent script should load") if component_script == null: _finish() return var component: Node = component_script.new() root.add_child(component) await process_frame _expect(component.has_signal("intent_created"), "InputComponent should expose intent_created") if component.has_signal("intent_created"): component.connect("intent_created", _on_intent_created) var expected := { KEY_A: [&"A", &"a"], KEY_D: [&"D", &"d"], KEY_W: [&"W", &"w"], KEY_S: [&"S", &"s"], KEY_SPACE: [&"SP", &"space"], } for key: Key in expected: var before := intents.size() var handled: bool = component.call("handle_input_event", _key_event(key, true, false, false)) _expect_bool(handled, true, "%s keycode press should be handled" % OS.get_keycode_string(key)) _expect_int(intents.size(), before + 1, "%s press intent count" % OS.get_keycode_string(key)) if intents.size() == before + 1: _expect_string(str(intents[before].get("symbol")), str(expected[key][0]), "%s symbol" % OS.get_keycode_string(key)) _expect_string(str(intents[before].get("rhythm_action")), str(expected[key][1]), "%s rhythm action" % OS.get_keycode_string(key)) _expect_string(str(intents[before].get("event_type")), "pressed", "%s event type" % OS.get_keycode_string(key)) _expect_bool(float(intents[before].get("timestamp_ms")) > 0.0, true, "%s timestamp" % OS.get_keycode_string(key)) before = intents.size() handled = component.call("handle_input_event", _key_event(key, true, false, true)) _expect_bool(handled, true, "%s physical key press should be handled" % OS.get_keycode_string(key)) _expect_int(intents.size(), before + 1, "%s physical press intent count" % OS.get_keycode_string(key)) var echo_count := intents.size() var echo_handled: bool = component.call("handle_input_event", _key_event(KEY_A, true, true, false)) _expect_bool(echo_handled, false, "echo press should not be handled") _expect_int(intents.size(), echo_count, "echo press should not emit intent") var release_handled: bool = component.call("handle_input_event", _key_event(KEY_A, false, false, false)) _expect_bool(release_handled, true, "A release should be handled") _expect_string(str(intents[intents.size() - 1].get("event_type")), "released", "release event type") _expect_string(str(intents[intents.size() - 1].get("symbol")), "A", "release symbol") component.free() _finish() func _on_intent_created(intent) -> void: intents.append(intent) func _key_event(key: Key, pressed: bool, echo: bool, physical_only: bool) -> InputEventKey: var event := InputEventKey.new() event.keycode = KEY_NONE if physical_only else key event.physical_keycode = key if physical_only else KEY_NONE event.pressed = pressed event.echo = echo return event func _expect(condition: bool, label: String) -> void: if not condition: failures.append(label) func _expect_bool(actual: bool, expected: bool, label: String) -> void: if actual != expected: failures.append("%s: expected %s, got %s" % [label, expected, actual]) func _expect_int(actual: int, expected: int, label: String) -> void: if actual != expected: failures.append("%s: expected %d, got %d" % [label, expected, actual]) func _expect_string(actual: String, expected: String, label: String) -> void: if actual != expected: failures.append("%s: expected %s, got %s" % [label, expected, actual]) func _finish() -> void: if failures.is_empty(): print("PASS input component intents") quit(0) else: for failure: String in failures: push_error(failure) quit(1)