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- 新增输入绑定 DTO、设备上下文和 UI 语义桥接契约。 - 实现 Game 默认输入绑定存储、动作映射和 UI 分发桥接。 - 落地 Godot InputMap 适配、测试覆盖与配套文档。 - 更新 ai-plan 恢复点、worktree 映射与采用入口。
201 lines
6.8 KiB
C#
201 lines
6.8 KiB
C#
// Copyright (c) 2025-2026 GeWuYou
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// SPDX-License-Identifier: Apache-2.0
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using GFramework.Game.Abstractions.Input;
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using GFramework.Godot.Input;
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namespace GFramework.Godot.Tests.Input;
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/// <summary>
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/// 验证 Godot 输入绑定存储在纯托管后端上的动作快照、导入与冲突交换语义。
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/// </summary>
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[TestFixture]
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public sealed class GodotInputBindingStoreTests
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{
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/// <summary>
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/// 验证导出快照会反映后端提供的框架绑定描述。
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/// </summary>
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[Test]
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public void ExportSnapshot_Should_ReturnBackendBindings()
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{
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var backend = new FakeInputMapBackend(
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new InputBindingSnapshot(
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[
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new InputActionBinding(
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"ui_accept",
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[
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new InputBindingDescriptor(
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InputDeviceKind.KeyboardMouse,
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InputBindingKind.Key,
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"key:13",
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"Enter")
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])
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]));
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var store = new GodotInputBindingStore(backend);
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var snapshot = store.ExportSnapshot();
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var acceptBindings = snapshot.Actions.Single(
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action => string.Equals(action.ActionName, "ui_accept", StringComparison.Ordinal));
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Assert.That(acceptBindings.Bindings[0].Code, Is.EqualTo("key:13"));
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}
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/// <summary>
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/// 验证导入快照后会把新绑定回写到后端,并能重新导出。
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/// </summary>
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[Test]
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public void ImportSnapshot_Should_UpdateBackendBindings()
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{
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var backend = new FakeInputMapBackend(
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new InputBindingSnapshot(
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[
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new InputActionBinding(
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"ui_accept",
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[
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new InputBindingDescriptor(
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InputDeviceKind.KeyboardMouse,
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InputBindingKind.Key,
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"key:13",
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"Enter")
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])
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]));
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var store = new GodotInputBindingStore(backend);
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store.ImportSnapshot(
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new InputBindingSnapshot(
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[
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new InputActionBinding(
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"ui_accept",
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[
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new InputBindingDescriptor(
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InputDeviceKind.KeyboardMouse,
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InputBindingKind.Key,
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"key:32",
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"Space")
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])
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]));
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var snapshot = store.ExportSnapshot();
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var acceptBindings = snapshot.Actions.Single(
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action => string.Equals(action.ActionName, "ui_accept", StringComparison.Ordinal));
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Assert.That(acceptBindings.Bindings[0].Code, Is.EqualTo("key:32"));
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}
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/// <summary>
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/// 验证从纯托管绑定设置主绑定时,会保留 `Game` 层冲突交换语义。
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/// </summary>
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[Test]
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public void SetPrimaryBinding_WhenBindingTaken_SwapsBackendBindings()
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{
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var backend = new FakeInputMapBackend(
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new InputBindingSnapshot(
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[
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new InputActionBinding(
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"move_left",
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[
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new InputBindingDescriptor(
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InputDeviceKind.KeyboardMouse,
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InputBindingKind.Key,
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"key:65",
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"A")
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]),
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new InputActionBinding(
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"move_right",
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[
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new InputBindingDescriptor(
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InputDeviceKind.KeyboardMouse,
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InputBindingKind.Key,
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"key:68",
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"D")
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])
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]));
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var store = new GodotInputBindingStore(backend);
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store.SetPrimaryBinding(
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"move_left",
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new InputBindingDescriptor(
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InputDeviceKind.KeyboardMouse,
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InputBindingKind.Key,
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"key:68",
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"D"));
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var snapshot = store.ExportSnapshot();
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var moveLeft = snapshot.Actions.Single(
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action => string.Equals(action.ActionName, "move_left", StringComparison.Ordinal));
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var moveRight = snapshot.Actions.Single(
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action => string.Equals(action.ActionName, "move_right", StringComparison.Ordinal));
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Assert.Multiple(() =>
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{
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Assert.That(moveLeft.Bindings[0].Code, Is.EqualTo("key:68"));
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Assert.That(moveRight.Bindings[0].Code, Is.EqualTo("key:65"));
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});
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}
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/// <summary>
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/// 测试用的纯托管 InputMap 后端。
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/// </summary>
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private sealed class FakeInputMapBackend : IGodotInputMapBackend
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{
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private readonly Dictionary<string, List<InputBindingDescriptor>> _defaults;
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private readonly Dictionary<string, List<InputBindingDescriptor>> _current;
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/// <summary>
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/// 初始化测试后端。
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/// </summary>
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/// <param name="snapshot">初始快照。</param>
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public FakeInputMapBackend(InputBindingSnapshot snapshot)
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{
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_defaults = snapshot.Actions.ToDictionary(
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static action => action.ActionName,
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static action => action.Bindings.ToList(),
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StringComparer.Ordinal);
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_current = snapshot.Actions.ToDictionary(
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static action => action.ActionName,
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static action => action.Bindings.ToList(),
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StringComparer.Ordinal);
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}
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/// <inheritdoc />
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public IReadOnlyList<string> GetActionNames()
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{
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return [.._current.Keys.OrderBy(static key => key, StringComparer.Ordinal)];
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}
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/// <inheritdoc />
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public IReadOnlyList<InputBindingDescriptor> GetBindings(string actionName)
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{
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return _current.TryGetValue(actionName, out var bindings) ? [..bindings] : Array.Empty<InputBindingDescriptor>();
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}
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/// <inheritdoc />
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public void SetBindings(string actionName, IReadOnlyList<InputBindingDescriptor> bindings)
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{
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_current[actionName] = [..bindings];
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}
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/// <inheritdoc />
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public void ResetAction(string actionName)
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{
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if (_defaults.TryGetValue(actionName, out var bindings))
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{
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_current[actionName] = [..bindings];
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return;
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}
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_current.Remove(actionName);
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}
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/// <inheritdoc />
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public void ResetAll()
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{
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_current.Clear();
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foreach (var pair in _defaults)
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{
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_current[pair.Key] = [..pair.Value];
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}
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}
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}
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}
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