This chapter shows how to respond to a mouse wheel turn.
!!! note "Not ready for yet"
This section remains unfinished until feedback about the previous sections
has been received.
The idea is to do something upon a mouse wheel turn.
This chapter introduces:
- TODO
A trivial test, to get us to write create_app
:
#[test]
fn test_can_create_app() {
create_app();
}
Forces us to write count_n_players
.
fn test_empty_app_has_no_players() {
let mut app = App::new();
assert_eq!(count_n_players(&mut app), 0);
}
fn test_create_app_has_a_player() {
let mut app = create_app();
app.update();
assert_eq!(count_n_players(&mut app), 1);
}
fn test_player_is_at_origin() {
let mut app = create_app();
app.update();
assert_eq!(get_player_position(&mut app), Vec2::new(0.0, 0.0));
}
fn test_player_responds_to_mouse_wheel_turn() {
let mut app = create_app();
assert!(app.is_plugin_added::<InputPlugin>());
app.update();
// Not moved yet
assert_eq!(Vec2::new(0.0, 0.0), get_player_position(&mut app));
// Scroll the mouse
app.world_mut().send_event(bevy::input::mouse::MouseWheel {
unit: bevy::input::mouse::MouseScrollUnit::Line,
x: 10.0,
y: 10.0,
window: Entity::PLACEHOLDER,
});
app.update();
// Moved now
assert_ne!(Vec2::new(0.0, 0.0), get_player_position(&mut app));
}
We can now create an App
with something that responds
to a mouse wheel turn.
We have tested everything that the App
does!
Full code can be found at https://github.com/richelbilderbeek/bevy_tdd_book_respond_to_mouse_wheel_turn.