#include #include BOOST_AUTO_TEST_SUITE(InputTests) BOOST_AUTO_TEST_CASE(TestStateUpdate) { BOOST_CHECK(GameInputState::Handbrake != GameInputState::Submission); BOOST_CHECK(GameInputState::Jump != GameInputState::Sprint); { // Currently tests against hard-coded input GameInputState state; SDL_Event ev; ev.type = SDL_KEYDOWN; ev.key.keysym.sym = SDLK_SPACE; GameInput::updateGameInputState(&state, ev); // Check that the correct inputs report pressed for (int c = 0; c < GameInputState::_MaxControls; ++c) { switch ((GameInputState::Control)c) { case GameInputState::Jump: case GameInputState::Handbrake: BOOST_CHECK(state.pressed((GameInputState::Control)c)); break; default: BOOST_CHECK(!state.pressed((GameInputState::Control)c)); break; } } } } BOOST_AUTO_TEST_SUITE_END()