1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
|
#include "gtest/gtest.h"
#include <iostream>
#define FASTMOUSE_IMPL
#include "fastmouse.h"
#undef FASTMOUSE_IMPL
constexpr float EPSILON = 0.000001;
// Wrappers to avoid specifying params we do not use here.
static void input_emit() {
fastmouse_input_emit(nullptr);
}
static void input_event(movement_type m, const int value) {
input_event_fastmouse_log(nullptr, EV_REL, m, value);
}
class FastmouseTest : public ::testing::Test {
protected:
void SetUp() override {
static auto fp = fastmouse;
static auto mp = movement;
fastmouse = fp;
movement = mp;
}
};
TEST_F(FastmouseTest, test_noop) {
EXPECT_EQ(movement.x, 0);
EXPECT_EQ(movement.y, 0);
input_event(REL_X, 1);
input_event(REL_Y, 1);
input_emit();
EXPECT_EQ(movement.x, 1);
EXPECT_EQ(movement.y, 1);
}
TEST_F(FastmouseTest, simple_division) {
fastmouse.division = 2;
input_event(REL_X, 1);
input_emit();
EXPECT_EQ(movement.x, 0);
EXPECT_EQ(movement.y, 0);
// Loss of precision shows immediately here, it's not a big issue that the first
// two dots do not emit an event, it only occurs again after the next INT_MAX dots.
// All tests will exhibit this behaviour where the first division dots do not emit an event
// as expected unless INT_MAX % division == 0.
input_event(REL_X, 2);
input_emit();
EXPECT_EQ(movement.x, 1);
EXPECT_EQ(movement.y, 0);
input_event(REL_Y, 3);
input_emit();
EXPECT_EQ(movement.x, 1);
EXPECT_EQ(movement.y, 1);
}
TEST_F(FastmouseTest, high_division) {
fastmouse.division = 20;
for (auto i = 0; i < 20; ++i) {
input_event(REL_X, 1);
input_emit();
EXPECT_EQ(movement.x, 0);
EXPECT_EQ(movement.y, 0);
}
input_event(REL_X, 1);
input_emit();
EXPECT_EQ(movement.x, 1);
}
TEST_F(FastmouseTest, different_axis_division) {
fastmouse.division = 10;
input_event(REL_X, 201);
input_event(REL_Y, 51);
input_emit();
EXPECT_EQ(movement.x, 20);
EXPECT_EQ(movement.y, 5);
}
|