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Core now depends only on Friflo.Engine.ECS — no MonoGame, no platform. The windowed MonoGame host moves to the new MrGameEng.Host library: GameHost, GameHostOptions, visual scene transitions (OverlayTransition, Transitions.Fade/Wipe, TransitionRenderer) and the Input feature (namespace MrGameEng.Input is unchanged). Transition timing stays in Core (SceneManager exposes ActiveTransition/TransitionCoverage/ TransitionPhase; the host draws the overlay). EngineContext loses its GraphicsDevice property: hosts publish the device as a service and graphics code reads it via context.GetGraphicsDevice() in Graphics. Core gains HeadlessHost: a fixed-timestep loop without a window or GPU (Tick/RunTicks, Run with wall-clock pacing and lag resync) for dedicated servers, batch simulation and tests. Graphics and Audio now carry their own MonoGame.Framework.DesktopGL reference instead of inheriting it from Core. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
107 lines
3.1 KiB
C#
107 lines
3.1 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Input;
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using MrGameEng.Input;
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using Xunit;
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namespace MrGameEng.Input.Tests;
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public class InputManagerTests
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{
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private static MouseState Mouse(
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int x = 0,
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int y = 0,
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int wheel = 0,
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ButtonState left = ButtonState.Released
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) =>
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new(
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x,
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y,
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wheel,
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left,
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ButtonState.Released,
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ButtonState.Released,
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ButtonState.Released,
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ButtonState.Released
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);
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private static void Frame(
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InputManager input,
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KeyboardState keyboard = default,
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MouseState mouse = default
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) => input.Apply(keyboard, mouse, GamePadState.Default);
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[Fact]
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public void KeyPressed_OnlyOnTheFrameItGoesDown()
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{
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var input = new InputManager();
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Frame(input, new KeyboardState(Keys.Space));
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Assert.True(input.IsKeyPressed(Keys.Space));
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Assert.True(input.IsKeyDown(Keys.Space));
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Frame(input, new KeyboardState(Keys.Space));
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Assert.False(input.IsKeyPressed(Keys.Space));
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Assert.True(input.IsKeyDown(Keys.Space));
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}
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[Fact]
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public void KeyReleased_OnlyOnTheFrameItGoesUp()
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{
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var input = new InputManager();
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Frame(input, new KeyboardState(Keys.A));
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Frame(input);
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Assert.True(input.IsKeyReleased(Keys.A));
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Frame(input);
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Assert.False(input.IsKeyReleased(Keys.A));
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}
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[Fact]
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public void Capture_SuppressesInput_KeepsMousePositionAndWheel()
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{
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var capture = new MrGameEng.Core.InputCapture();
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var input = new InputManager(capture);
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Frame(input, new KeyboardState(Keys.W), Mouse(x: 10, y: 20, wheel: 120));
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Assert.True(input.IsKeyDown(Keys.W));
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capture.Captured = true;
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input.Update(); // ввод захвачен оверлеем — устройства не опрашиваются
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Assert.False(input.IsKeyDown(Keys.W));
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Assert.True(input.IsKeyReleased(Keys.W)); // одно корректное событие отпускания
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Assert.Equal(new Point(10, 20), input.MousePosition);
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Assert.Equal(0, input.WheelDelta);
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Assert.Equal(Point.Zero, input.MouseDelta);
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input.Update();
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Assert.False(input.IsKeyReleased(Keys.W)); // и больше никаких фантомных событий
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}
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[Fact]
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public void MouseDeltaAndWheelDelta_ComputedBetweenFrames()
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{
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var input = new InputManager();
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Frame(input, mouse: Mouse(x: 10, y: 10, wheel: 0));
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Frame(input, mouse: Mouse(x: 25, y: 5, wheel: 120));
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Assert.Equal(new Point(15, -5), input.MouseDelta);
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Assert.Equal(120, input.WheelDelta);
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Assert.Equal(new Point(25, 5), input.MousePosition);
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}
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[Fact]
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public void MousePressed_DetectsLeftButtonEdge()
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{
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var input = new InputManager();
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Frame(input, mouse: Mouse());
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Frame(input, mouse: Mouse(left: ButtonState.Pressed));
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Assert.True(input.IsMousePressed(MouseButton.Left));
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Assert.False(input.IsMousePressed(MouseButton.Right));
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}
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}
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