136 lines
5.7 KiB
TypeScript
136 lines
5.7 KiB
TypeScript
module TK.SpaceTac.UI.Specs {
|
|
testing("InputManager", test => {
|
|
let testgame = setupEmptyView(test);
|
|
let clock = test.clock();
|
|
|
|
test.case("handles hover and click on desktops and mobile targets", check => {
|
|
let inputs = testgame.view.inputs;
|
|
|
|
let pointer = new Phaser.Pointer(testgame.ui, 0);
|
|
function newButton(): [Phaser.Button, { enter: Mock<Function>, leave: Mock<Function>, click: Mock<Function> }] {
|
|
let button = new Phaser.Button(testgame.ui);
|
|
let mocks = {
|
|
enter: check.mockfunc("enter"),
|
|
leave: check.mockfunc("leave"),
|
|
click: check.mockfunc("click"),
|
|
};
|
|
inputs.setHoverClick(button, mocks.enter.func, mocks.leave.func, mocks.click.func, 50, 100);
|
|
(<any>inputs).hovered = null;
|
|
return [button, mocks];
|
|
}
|
|
let enter = (button: Phaser.Button) => (<any>button.input)._pointerOverHandler(pointer);
|
|
let leave = (button: Phaser.Button) => (<any>button.input)._pointerOutHandler(pointer);
|
|
let press = (button: Phaser.Button) => button.onInputDown.dispatch(button, pointer);
|
|
let release = (button: Phaser.Button) => button.onInputUp.dispatch(button, pointer);
|
|
let destroy = (button: Phaser.Button) => button.events.onDestroy.dispatch();
|
|
|
|
// Simple click on desktop
|
|
let [button, mocks] = newButton();
|
|
enter(button);
|
|
press(button);
|
|
release(button);
|
|
check.called(mocks.enter, 0);
|
|
check.called(mocks.leave, 0);
|
|
check.called(mocks.click, 1);
|
|
|
|
// Simple click on mobile
|
|
[button, mocks] = newButton();
|
|
press(button);
|
|
release(button);
|
|
check.called(mocks.enter, 1);
|
|
check.called(mocks.leave, 1);
|
|
check.called(mocks.click, 1);
|
|
|
|
// Leaves on destroy
|
|
[button, mocks] = newButton();
|
|
press(button);
|
|
clock.forward(150);
|
|
check.called(mocks.enter, 1);
|
|
check.called(mocks.leave, 0);
|
|
check.called(mocks.click, 0);
|
|
destroy(button);
|
|
check.called(mocks.enter, 0);
|
|
check.called(mocks.leave, 1);
|
|
check.called(mocks.click, 0);
|
|
press(button);
|
|
release(button);
|
|
check.called(mocks.enter, 0);
|
|
check.called(mocks.leave, 0);
|
|
check.called(mocks.click, 0);
|
|
|
|
// Force-leave when hovering another button without clean leaving a first one
|
|
let [button1, funcs1] = newButton();
|
|
let [button2, funcs2] = newButton();
|
|
enter(button1);
|
|
clock.forward(150);
|
|
check.called(funcs1.enter, 1);
|
|
check.called(funcs1.leave, 0);
|
|
check.called(funcs1.click, 0);
|
|
enter(button2);
|
|
check.called(funcs1.enter, 0);
|
|
check.called(funcs1.leave, 1);
|
|
check.called(funcs1.click, 0);
|
|
check.called(funcs2.enter, 0);
|
|
check.called(funcs2.leave, 0);
|
|
check.called(funcs2.click, 0);
|
|
clock.forward(150);
|
|
check.called(funcs1.enter, 0);
|
|
check.called(funcs1.leave, 0);
|
|
check.called(funcs1.click, 0);
|
|
check.called(funcs2.enter, 1);
|
|
check.called(funcs2.leave, 0);
|
|
check.called(funcs2.click, 0);
|
|
|
|
// Hold to hover on mobile
|
|
[button, mocks] = newButton();
|
|
button.onInputDown.dispatch(button, pointer);
|
|
clock.forward(150);
|
|
check.called(mocks.enter, 1);
|
|
check.called(mocks.leave, 0);
|
|
check.called(mocks.click, 0);
|
|
button.onInputUp.dispatch(button, pointer);
|
|
check.called(mocks.enter, 0);
|
|
check.called(mocks.leave, 1);
|
|
check.called(mocks.click, 0);
|
|
});
|
|
|
|
test.case("handles drag and drop", check => {
|
|
let builder = new UIBuilder(testgame.view);
|
|
let button = builder.button("test", 0, 0, () => null, "test tooltip");
|
|
let tooltip = (<any>testgame.view.tooltip).container;
|
|
|
|
check.same(button.inputEnabled, true, "input should be enabled initially");
|
|
check.same(button.input.draggable, false, "dragging should be disabled initially");
|
|
|
|
let x = 0;
|
|
testgame.view.inputs.setDragDrop(button, () => x += 1, () => x -= 1);
|
|
|
|
check.same(button.inputEnabled, true, "input should still be enabled");
|
|
check.same(button.input.draggable, true, "dragging should be enabled");
|
|
|
|
check.same(tooltip.visible, false, "tooltip hidden initially");
|
|
button.onInputOver.dispatch(button, testgame.ui.input.pointer1);
|
|
clock.forward(1000);
|
|
check.same(tooltip.visible, true, "tooltip shown");
|
|
|
|
check.same(x, 0, "initial state");
|
|
button.events.onDragStart.dispatch();
|
|
check.same(x, 1, "dragged");
|
|
check.same(tooltip.visible, false, "tooltip hidden on dragging");
|
|
button.events.onDragStop.dispatch();
|
|
check.same(x, 0, "dropped");
|
|
|
|
testgame.view.inputs.setDragDrop(button);
|
|
|
|
button.events.onDragStart.dispatch();
|
|
check.same(x, 0, "drag signal should be disabled");
|
|
check.same(button.inputEnabled, true, "input should remain enabled");
|
|
check.same(button.input.draggable, false, "dragging should be disabled at the end");
|
|
|
|
testgame.view.inputs.setDragDrop(button, () => x += 1, () => x -= 1);
|
|
button.events.onDragStart.dispatch();
|
|
check.same(x, 1, "drag signal should be dispatch once");
|
|
});
|
|
});
|
|
}
|