- Forked from Godot Engine 4.7-dev (MIT License) - Rebranded to AeThex Engine with cyan/purple theme - Added AI-powered development assistant module - Integrated Claude API for code completion & error fixing - Custom hexagon logo and branding - Multi-platform CI/CD (Windows, Linux, macOS) - Built Linux editor binary (151MB) - Complete source code with all customizations Tech Stack: - C++ game engine core - AI Module: Claude 3.5 Sonnet integration - Build: SCons, 14K+ source files - License: MIT (Godot) + Custom (AeThex features) Ready for Windows build via GitHub Actions!
202 lines
9.3 KiB
C++
202 lines
9.3 KiB
C++
/**************************************************************************/
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/* display_server_mock.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "servers/display/display_server_headless.h"
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// Specialized DisplayServer for unittests based on DisplayServerHeadless, that
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// additionally supports things like mouse enter/exit events and clipboard.
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class DisplayServerMock : public DisplayServerHeadless {
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GDSOFTCLASS(DisplayServerMock, DisplayServerHeadless);
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private:
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friend class DisplayServer;
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Point2i mouse_position = Point2i(-1, -1); // Outside of Window.
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CursorShape cursor_shape = CursorShape::CURSOR_ARROW;
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bool window_over = false;
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Callable event_callback;
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String clipboard_text;
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String primary_clipboard_text;
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static Vector<String> get_rendering_drivers_func();
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static DisplayServer *create_func(const String &p_rendering_driver, DisplayServer::WindowMode p_mode, DisplayServer::VSyncMode p_vsync_mode, uint32_t p_flags, const Vector2i *p_position, const Vector2i &p_resolution, int p_screen, Context p_context, int64_t p_parent_window, Error &r_error);
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void _set_mouse_position(const Point2i &p_position);
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void _set_window_over(bool p_over);
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void _send_window_event(WindowEvent p_event);
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public:
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bool has_feature(Feature p_feature) const override;
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String get_name() const override { return "mock"; }
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// You can simulate DisplayServer-events by calling this function.
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// The events will be delivered to Godot's Input-system.
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// Mouse-events (Button & Motion) will additionally update the DisplayServer's mouse position.
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// For Mouse motion events, the `relative`-property is set based on the distance to the previous mouse position.
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void simulate_event(Ref<InputEvent> p_event);
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// Returns the current cursor shape.
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CursorShape get_cursor_shape() {
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return cursor_shape;
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}
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virtual Point2i mouse_get_position() const override { return mouse_position; }
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virtual void clipboard_set(const String &p_text) override { clipboard_text = p_text; }
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virtual String clipboard_get() const override { return clipboard_text; }
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virtual void clipboard_set_primary(const String &p_text) override { primary_clipboard_text = p_text; }
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virtual String clipboard_get_primary() const override { return primary_clipboard_text; }
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virtual Size2i window_get_size(WindowID p_window = MAIN_WINDOW_ID) const override {
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return Size2i(1920, 1080);
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}
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virtual void cursor_set_shape(CursorShape p_shape) override {
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cursor_shape = p_shape;
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}
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virtual void window_set_window_event_callback(const Callable &p_callable, WindowID p_window = MAIN_WINDOW_ID) override {
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event_callback = p_callable;
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}
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static void register_mock_driver() {
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register_create_function("mock", create_func, get_rendering_drivers_func);
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}
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};
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// Utility macros to send an event actions to a given object
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// Requires Message Queue and InputMap to be setup.
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// SEND_GUI_ACTION - takes an input map key. e.g SEND_GUI_ACTION("ui_text_newline").
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// SEND_GUI_KEY_EVENT - takes a keycode set. e.g SEND_GUI_KEY_EVENT(Key::A | KeyModifierMask::META).
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// SEND_GUI_KEY_UP_EVENT - takes a keycode set. e.g SEND_GUI_KEY_UP_EVENT(Key::A | KeyModifierMask::META).
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// SEND_GUI_MOUSE_BUTTON_EVENT - takes a position, mouse button, mouse mask and modifiers e.g SEND_GUI_MOUSE_BUTTON_EVENT(Vector2(50, 50), MOUSE_BUTTON_NONE, MOUSE_BUTTON_NONE, Key::None);
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// SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT - takes a position, mouse button, mouse mask and modifiers e.g SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(Vector2(50, 50), MOUSE_BUTTON_NONE, MOUSE_BUTTON_NONE, Key::None);
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// SEND_GUI_MOUSE_MOTION_EVENT - takes a position, mouse mask and modifiers e.g SEND_GUI_MOUSE_MOTION_EVENT(Vector2(50, 50), MouseButtonMask::LEFT, KeyModifierMask::META);
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// SEND_GUI_DOUBLE_CLICK - takes a position and modifiers. e.g SEND_GUI_DOUBLE_CLICK(Vector2(50, 50), KeyModifierMask::META);
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#define _SEND_DISPLAYSERVER_EVENT(m_event) ((DisplayServerMock *)(DisplayServer::get_singleton()))->simulate_event(m_event);
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#define SEND_GUI_ACTION(m_action) \
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{ \
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const List<Ref<InputEvent>> *events = InputMap::get_singleton()->action_get_events(m_action); \
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const List<Ref<InputEvent>>::Element *first_event = events->front(); \
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Ref<InputEventKey> event = first_event->get()->duplicate(); \
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event->set_pressed(true); \
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_SEND_DISPLAYSERVER_EVENT(event); \
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MessageQueue::get_singleton()->flush(); \
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}
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#define SEND_GUI_KEY_EVENT(m_input) \
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{ \
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Ref<InputEventKey> event = InputEventKey::create_reference(m_input); \
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event->set_pressed(true); \
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_SEND_DISPLAYSERVER_EVENT(event); \
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MessageQueue::get_singleton()->flush(); \
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}
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#define SEND_GUI_KEY_UP_EVENT(m_input) \
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{ \
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Ref<InputEventKey> event = InputEventKey::create_reference(m_input); \
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event->set_pressed(false); \
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_SEND_DISPLAYSERVER_EVENT(event); \
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MessageQueue::get_singleton()->flush(); \
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}
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#define _UPDATE_EVENT_MODIFIERS(m_event, m_modifiers) \
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m_event->set_shift_pressed(((m_modifiers) & KeyModifierMask::SHIFT) != Key::NONE); \
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m_event->set_alt_pressed(((m_modifiers) & KeyModifierMask::ALT) != Key::NONE); \
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m_event->set_ctrl_pressed(((m_modifiers) & KeyModifierMask::CTRL) != Key::NONE); \
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m_event->set_meta_pressed(((m_modifiers) & KeyModifierMask::META) != Key::NONE);
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#define _CREATE_GUI_MOUSE_EVENT(m_screen_pos, m_input, m_mask, m_modifiers) \
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Ref<InputEventMouseButton> event; \
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event.instantiate(); \
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event->set_position(m_screen_pos); \
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event->set_button_index(m_input); \
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event->set_button_mask(m_mask); \
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event->set_factor(1); \
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_UPDATE_EVENT_MODIFIERS(event, m_modifiers); \
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event->set_pressed(true);
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#define _CREATE_GUI_TOUCH_EVENT(m_screen_pos, m_pressed, m_double) \
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Ref<InputEventScreenTouch> event; \
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event.instantiate(); \
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event->set_position(m_screen_pos); \
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event->set_pressed(m_pressed); \
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event->set_double_tap(m_double);
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#define SEND_GUI_MOUSE_BUTTON_EVENT(m_screen_pos, m_input, m_mask, m_modifiers) \
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{ \
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_CREATE_GUI_MOUSE_EVENT(m_screen_pos, m_input, m_mask, m_modifiers); \
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_SEND_DISPLAYSERVER_EVENT(event); \
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MessageQueue::get_singleton()->flush(); \
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}
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#define SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(m_screen_pos, m_input, m_mask, m_modifiers) \
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{ \
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_CREATE_GUI_MOUSE_EVENT(m_screen_pos, m_input, m_mask, m_modifiers); \
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event->set_pressed(false); \
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_SEND_DISPLAYSERVER_EVENT(event); \
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MessageQueue::get_singleton()->flush(); \
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}
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#define SEND_GUI_DOUBLE_CLICK(m_screen_pos, m_modifiers) \
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{ \
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_CREATE_GUI_MOUSE_EVENT(m_screen_pos, MouseButton::LEFT, MouseButtonMask::NONE, m_modifiers); \
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event->set_double_click(true); \
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_SEND_DISPLAYSERVER_EVENT(event); \
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MessageQueue::get_singleton()->flush(); \
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}
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// We toggle _print_error_enabled to prevent display server not supported warnings.
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#define SEND_GUI_MOUSE_MOTION_EVENT(m_screen_pos, m_mask, m_modifiers) \
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{ \
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bool errors_enabled = CoreGlobals::print_error_enabled; \
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CoreGlobals::print_error_enabled = false; \
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Ref<InputEventMouseMotion> event; \
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event.instantiate(); \
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event->set_position(m_screen_pos); \
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event->set_button_mask(m_mask); \
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_UPDATE_EVENT_MODIFIERS(event, m_modifiers); \
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_SEND_DISPLAYSERVER_EVENT(event); \
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MessageQueue::get_singleton()->flush(); \
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CoreGlobals::print_error_enabled = errors_enabled; \
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}
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#define SEND_GUI_TOUCH_EVENT(m_screen_pos, m_pressed, m_double) \
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{ \
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_CREATE_GUI_TOUCH_EVENT(m_screen_pos, m_pressed, m_double) \
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_SEND_DISPLAYSERVER_EVENT(event); \
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MessageQueue::get_singleton()->flush(); \
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}
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