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gig-line/Tools/tests/test_input_emulation.py
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zwitschi 4d27109668 refactor(tools): group the sixty scripts by what they talk to
One directory with sixty scripts stopped being navigable, and the grouping is also the sandbox boundary:

  Tools/unreal/    commandlets and the two map builders, with ue_common.py and ue_placement.py as the
                   shared imports (they need the engine)
  Tools/blender/   builders, exporters, the FBX preset, the MPFB character pipeline, blender_screenshots
                   (they need the Blender Flatpak)
  Tools/review/    the visual loop: render_screenshots.sh, judge_screenshot.py, hero_compare.py,
                   build_comparison_md.py, e2e_asset_check.py, hero_iterate.sh, visual_loop.py,
                   visual_targets.json
  Tools/gen/       image and texture generation: the ComfyUI driver, deterministic texture writers,
                   reference fetching
  Tools/input/     OS-level input injection
  root             _common.py, check-lfs.sh, addon_compat_probe.py, sibling_asset_audit.py, tests/

Every moved script now resolves the repository root as ../.. and puts the tools root plus its siblings on
sys.path, so 'import ue_common' still works from unreal/. The test suite bootstrap does the same for the five
folders. render_screenshots.sh takes the folder as a third argument to run_cmdlet, and the e2e driver,
hero_iterate.sh and the comparison generator were repointed.

51 README rows now link to their new location, the README gains a Layout section naming each folder's
sandbox, and the architecture notes and Blender README follow the moves.

Verified: 108 tests pass, prettier is clean, judge_screenshot.py and hero_compare.py run from their new
homes, and the e2e run was aborted mid-way (it had been rebuilding an empty DemoMap for 15 minutes) and is
being rerun against the new layout.
2026-11-10 12:40:30 +01:00

67 lines
2.1 KiB
Python

"""Tests for Tools/input_emulation.py — the pure ioctl/key-code parts.
The device path itself needs /dev/uinput, so only the encoding helpers are
covered here; the end-to-end injection is verified by running the tool (see
Docs/release-checks.md and MEMORY.md).
"""
import os
import sys
_TOOLS = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
sys.path.insert(0, _TOOLS)
for _sub in ("review", "gen", "unreal", "blender", "input"):
sys.path.insert(0, os.path.join(_TOOLS, _sub))
import unittest
import input_emulation as ie
class IocEncodingTest(unittest.TestCase):
"""_IOC must match the Linux ioctl bit layout."""
def test_layout_constants(self):
self.assertEqual(ie._IOC_NRSHIFT, 0)
self.assertEqual(ie._IOC_TYPESHIFT, 8)
self.assertEqual(ie._IOC_SIZESHIFT, 16)
self.assertEqual(ie._IOC_DIRSHIFT, 30)
def test_known_values(self):
# UI_SET_EVBIT = _IOW('U', 100, int) -> 0x40045564 on Linux.
self.assertEqual(ie.UI_SET_EVBIT, 0x40045564)
# UI_DEV_CREATE = _IO('U', 1) -> 0x5501.
self.assertEqual(ie.UI_DEV_CREATE, 0x5501)
def test_type_accepts_char_or_int(self):
self.assertEqual(ie._ioc(1, 4, "U", 100), ie._ioc(1, 4, ord("U"), 100))
class KeyCodeTest(unittest.TestCase):
"""KEYCODES must hold the Linux input-event codes the demo uses."""
EXPECTED = {
"w": 17, "s": 31, "a": 30, "d": 32,
"space": 57, "r": 19, "esc": 1,
}
def test_demo_controls(self):
for name, code in self.EXPECTED.items():
self.assertEqual(ie.KEYCODES[name], code, f"{name} code")
def test_lookup_is_case_insensitive(self):
dev = ie.InputDevice.__new__(ie.InputDevice) # no device opened
self.assertEqual(dev._key_code("W"), 17)
self.assertEqual(dev._key_code("SPACE"), 57)
self.assertEqual(dev._key_code(19), 19) # a raw code passes through
def test_unknown_key_raises(self):
dev = ie.InputDevice.__new__(ie.InputDevice)
with self.assertRaises(ie.UInputError):
dev._key_code("not-a-key")
if __name__ == "__main__":
unittest.main()