internal/processtest: add a test for capturing cursor and fullscreen

Updates #2475
This commit is contained in:
Hajime Hoshi 2023-09-17 19:41:56 +09:00
parent 02fd8cfb07
commit fd689467c5

View File

@ -0,0 +1,75 @@
// Copyright 2023 The Ebitengine Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//go:build ignore
package main
import (
"fmt"
"runtime"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
)
type Game struct {
count int
x int
y int
}
func (g *Game) Update() error {
switch g.count {
case 0:
g.x, g.y = ebiten.CursorPosition()
case 20:
ebiten.SetFullscreen(true)
case 40:
ebiten.SetFullscreen(false)
case 60:
return ebiten.Termination
default:
if x, y := ebiten.CursorPosition(); g.x != x || g.y != y {
return fmt.Errorf("cursor position changed: got: (%d, %d), want: (%d, %d)", x, y, g.x, g.y)
}
}
g.count++
return nil
}
func (g *Game) Draw(screen *ebiten.Image) {
x, y := ebiten.CursorPosition()
ebitenutil.DebugPrint(screen, fmt.Sprintf("%d, %d", x, y))
}
func (g *Game) Layout(width, height int) (int, int) {
// Using a fixed size matters.
// If a window size is changed or fullscreened, the cursor position calculation considers the current screen scale.
return 320, 240
}
func main() {
// Mouse is not supported on mobiles.
// Capturing a cursor requires a user gesture on browsers.
// Skip the test in these environments.
if runtime.GOOS == "android" || runtime.GOOS == "ios" || runtime.GOOS == "js" {
return
}
ebiten.SetCursorMode(ebiten.CursorModeCaptured)
if err := ebiten.RunGame(&Game{}); err != nil {
panic(err)
}
}