def test_mouse_move_over_shouldnt_activate_nonhard_component(self): # Given gui_state = gui.GuiState() userinput = UserInput() userinput.mouse.feed_pos(Vec2D(50, 150)) component = gui.InteractiveComponent(Rectangle(100, 100, 100, 100)) hardcomp = gui.InteractiveComponent(Rectangle(100, 300, 100, 100)) hardcomp.lock_input(True) base = gui.Component() base.add_subcomponent(component) base.add_subcomponent(hardcomp) gui_state.set_active(hardcomp) assert gui_state.get_active() <> component assert gui_state.get_active() == hardcomp # When userinput.update() userinput.mouse.feed_pos(Vec2D(150, 150)) gui_state.update(userinput, base) # Then assert gui_state.get_active() <> component assert gui_state.get_active() == hardcomp
def test_get_interactive_components_should_return_all_and_no_more(self): """Given a hierarchy of components when asked for all interactive components then all and no more are returned""" # Given root = gui.Component() child1 = gui.Component() child2 = gui.InteractiveComponent(Rectangle(0, 0, 0, 0)) child11 = gui.Component() child12 = gui.InteractiveComponent(Rectangle(0, 0, 0, 0)) child21 = gui.InteractiveComponent(Rectangle(0, 0, 0, 0)) child22 = gui.Component() child222 = gui.InteractiveComponent(Rectangle(0, 0, 0, 0)) root.add_subcomponent(child1) root.add_subcomponent(child2) child1.add_subcomponent(child11) child1.add_subcomponent(child12) child2.add_subcomponent(child21) child2.add_subcomponent(child22) child22.add_subcomponent(child222) # When interactives = gui.GuiState._get_interactive_components(root) # Then assert len(interactives) == 4 assert root not in interactives assert child1 not in interactives assert child2 in interactives assert child11 not in interactives assert child12 in interactives assert child21 in interactives assert child22 not in interactives assert child222 in interactives
def test_mouse_still_over_shouldnt_activate_component(self): # Given gui_state = gui.GuiState() userinput = UserInput() userinput.mouse.feed_pos(Vec2D(150, 150)) component1 = gui.InteractiveComponent(Rectangle(100, 100, 100, 100)) component = gui.InteractiveComponent(Rectangle(100, 100, 100, 100)) base = gui.Component() base.add_subcomponent(component1) base.add_subcomponent(component) assert gui_state.get_active() <> component # When userinput.update() userinput.mouse.feed_pos(Vec2D(150, 150)) gui_state.update(userinput, base) # Then assert gui_state.get_active() <> component
def test_mouse_move_over_should_activate_component(self): # Given gui_state = gui.GuiState() userinput = UserInput() userinput.mouse.feed_pos(Vec2D(50, 150)) component = gui.InteractiveComponent(Rectangle(100, 100, 100, 100)) assert gui_state.get_active() <> component # When userinput.update() userinput.mouse.feed_pos(Vec2D(150, 150)) gui_state.update(userinput, component) # Then assert gui_state.get_active() == component