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/* test_viewport.h */
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# ifndef TEST_VIEWPORT_H
# define TEST_VIEWPORT_H
# include "scene/2d/node_2d.h"
# include "scene/gui/control.h"
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# include "scene/gui/subviewport_container.h"
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# include "scene/main/window.h"
# include "tests/test_macros.h"
namespace TestViewport {
class NotificationControl : public Control {
GDCLASS ( NotificationControl , Control ) ;
protected :
void _notification ( int p_what ) {
switch ( p_what ) {
case NOTIFICATION_MOUSE_ENTER : {
mouse_over = true ;
} break ;
case NOTIFICATION_MOUSE_EXIT : {
mouse_over = false ;
} break ;
}
}
public :
bool mouse_over = false ;
} ;
// `NotificationControl`-derived class that additionally
// - allows start Dragging
// - stores mouse information of last event
class DragStart : public NotificationControl {
GDCLASS ( DragStart , NotificationControl ) ;
public :
MouseButton last_mouse_button ;
Point2i last_mouse_move_position ;
StringName drag_data_name = SNAME ( " Drag Data " ) ;
virtual Variant get_drag_data ( const Point2 & p_point ) override {
return drag_data_name ;
}
virtual void gui_input ( const Ref < InputEvent > & p_event ) override {
Ref < InputEventMouseButton > mb = p_event ;
if ( mb . is_valid ( ) ) {
last_mouse_button = mb - > get_button_index ( ) ;
return ;
}
Ref < InputEventMouseMotion > mm = p_event ;
if ( mm . is_valid ( ) ) {
last_mouse_move_position = mm - > get_position ( ) ;
return ;
}
}
} ;
// `NotificationControl`-derived class that acts as a Drag and Drop target.
class DragTarget : public NotificationControl {
GDCLASS ( DragTarget , NotificationControl ) ;
public :
Variant drag_data ;
virtual bool can_drop_data ( const Point2 & p_point , const Variant & p_data ) const override {
StringName string_data = p_data ;
// Verify drag data is compatible.
if ( string_data ! = SNAME ( " Drag Data " ) ) {
return false ;
}
// Only the left half is droppable area.
if ( p_point . x * 2 > get_size ( ) . x ) {
return false ;
}
return true ;
}
virtual void drop_data ( const Point2 & p_point , const Variant & p_data ) override {
drag_data = p_data ;
}
} ;
TEST_CASE ( " [SceneTree][Viewport] Controls and InputEvent handling " ) {
DragStart * node_a = memnew ( DragStart ) ;
Control * node_b = memnew ( Control ) ;
Node2D * node_c = memnew ( Node2D ) ;
DragTarget * node_d = memnew ( DragTarget ) ;
Control * node_e = memnew ( Control ) ;
Node * node_f = memnew ( Node ) ;
Control * node_g = memnew ( Control ) ;
node_a - > set_name ( SNAME ( " NodeA " ) ) ;
node_b - > set_name ( SNAME ( " NodeB " ) ) ;
node_c - > set_name ( SNAME ( " NodeC " ) ) ;
node_d - > set_name ( SNAME ( " NodeD " ) ) ;
node_e - > set_name ( SNAME ( " NodeE " ) ) ;
node_f - > set_name ( SNAME ( " NodeF " ) ) ;
node_g - > set_name ( SNAME ( " NodeG " ) ) ;
node_a - > set_position ( Point2i ( 0 , 0 ) ) ;
node_b - > set_position ( Point2i ( 10 , 10 ) ) ;
node_c - > set_position ( Point2i ( 0 , 0 ) ) ;
node_d - > set_position ( Point2i ( 10 , 10 ) ) ;
node_e - > set_position ( Point2i ( 10 , 100 ) ) ;
node_g - > set_position ( Point2i ( 10 , 100 ) ) ;
node_a - > set_size ( Point2i ( 30 , 30 ) ) ;
node_b - > set_size ( Point2i ( 30 , 30 ) ) ;
node_d - > set_size ( Point2i ( 30 , 30 ) ) ;
node_e - > set_size ( Point2i ( 10 , 10 ) ) ;
node_g - > set_size ( Point2i ( 10 , 10 ) ) ;
node_a - > set_focus_mode ( Control : : FOCUS_CLICK ) ;
node_b - > set_focus_mode ( Control : : FOCUS_CLICK ) ;
node_d - > set_focus_mode ( Control : : FOCUS_CLICK ) ;
node_e - > set_focus_mode ( Control : : FOCUS_CLICK ) ;
node_g - > set_focus_mode ( Control : : FOCUS_CLICK ) ;
Window * root = SceneTree : : get_singleton ( ) - > get_root ( ) ;
DisplayServerMock * DS = ( DisplayServerMock * ) ( DisplayServer : : get_singleton ( ) ) ;
// Scene tree:
// - root
// - a (Control)
// - b (Control)
// - c (Node2D)
// - d (Control)
// - e (Control)
// - f (Node)
// - g (Control)
root - > add_child ( node_a ) ;
root - > add_child ( node_b ) ;
node_b - > add_child ( node_c ) ;
node_c - > add_child ( node_d ) ;
root - > add_child ( node_e ) ;
node_e - > add_child ( node_f ) ;
node_f - > add_child ( node_g ) ;
Point2i on_a = Point2i ( 5 , 5 ) ;
Point2i on_b = Point2i ( 15 , 15 ) ;
Point2i on_d = Point2i ( 25 , 25 ) ;
Point2i on_e = Point2i ( 15 , 105 ) ;
Point2i on_g = Point2i ( 15 , 105 ) ;
Point2i on_background = Point2i ( 500 , 500 ) ;
Point2i on_outside = Point2i ( - 1 , - 1 ) ;
// Unit tests for Viewport::gui_find_control and Viewport::_gui_find_control_at_pos
SUBCASE ( " [VIEWPORT][GuiFindControl] Finding Controls at a Viewport-position " ) {
// FIXME: It is extremely difficult to create a situation where the Control has a zero determinant.
// Leaving that if-branch untested.
SUBCASE ( " [VIEWPORT][GuiFindControl] Basic position tests " ) {
CHECK ( root - > gui_find_control ( on_a ) = = node_a ) ;
CHECK ( root - > gui_find_control ( on_b ) = = node_b ) ;
CHECK ( root - > gui_find_control ( on_d ) = = node_d ) ;
CHECK ( root - > gui_find_control ( on_e ) = = node_g ) ; // Node F makes G a Root Control at the same position as E
CHECK ( root - > gui_find_control ( on_g ) = = node_g ) ;
CHECK_FALSE ( root - > gui_find_control ( on_background ) ) ;
}
SUBCASE ( " [VIEWPORT][GuiFindControl] Invisible nodes are not considered as results. " ) {
// Non-Root Control
node_d - > hide ( ) ;
CHECK ( root - > gui_find_control ( on_d ) = = node_b ) ;
// Root Control
node_b - > hide ( ) ;
CHECK ( root - > gui_find_control ( on_b ) = = node_a ) ;
}
SUBCASE ( " [VIEWPORT][GuiFindControl] Root Control with CanvasItem as parent is affected by parent's transform. " ) {
node_b - > remove_child ( node_c ) ;
node_c - > set_position ( Point2i ( 50 , 50 ) ) ;
root - > add_child ( node_c ) ;
CHECK ( root - > gui_find_control ( Point2i ( 65 , 65 ) ) = = node_d ) ;
}
SUBCASE ( " [VIEWPORT][GuiFindControl] Control Contents Clipping clips accessible position of children. " ) {
CHECK_FALSE ( node_b - > is_clipping_contents ( ) ) ;
CHECK ( root - > gui_find_control ( on_d + Point2i ( 20 , 20 ) ) = = node_d ) ;
node_b - > set_clip_contents ( true ) ;
CHECK ( root - > gui_find_control ( on_d ) = = node_d ) ;
CHECK_FALSE ( root - > gui_find_control ( on_d + Point2i ( 20 , 20 ) ) ) ;
}
SUBCASE ( " [VIEWPORT][GuiFindControl] Top Level Control as descendant of CanvasItem isn't affected by parent's transform. " ) {
CHECK ( root - > gui_find_control ( on_d + Point2i ( 20 , 20 ) ) = = node_d ) ;
node_d - > set_as_top_level ( true ) ;
CHECK_FALSE ( root - > gui_find_control ( on_d + Point2i ( 20 , 20 ) ) ) ;
CHECK ( root - > gui_find_control ( on_b ) = = node_d ) ;
}
}
SUBCASE ( " [Viewport][GuiInputEvent] nullptr as argument doesn't lead to a crash. " ) {
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ERR_PRINT_OFF ;
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CHECK_NOTHROW ( root - > push_input ( nullptr ) ) ;
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ERR_PRINT_ON ;
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}
// Unit tests for Viewport::_gui_input_event (Mouse Buttons)
SUBCASE ( " [Viewport][GuiInputEvent] Mouse Button Down/Up. " ) {
SUBCASE ( " [Viewport][GuiInputEvent] Mouse Button Control Focus Change. " ) {
SUBCASE ( " [Viewport][GuiInputEvent] Grab Focus while no Control has focus. " ) {
CHECK_FALSE ( root - > gui_get_focus_owner ( ) ) ;
// Click on A
SEND_GUI_MOUSE_BUTTON_EVENT ( on_a , MouseButton : : LEFT , MouseButtonMask : : LEFT , Key : : NONE ) ;
CHECK ( node_a - > has_focus ( ) ) ;
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT ( on_a , MouseButton : : LEFT , MouseButtonMask : : NONE , Key : : NONE ) ;
}
SUBCASE ( " [Viewport][GuiInputEvent] Grab Focus from other Control. " ) {
node_a - > grab_focus ( ) ;
CHECK ( node_a - > has_focus ( ) ) ;
// Click on D
SEND_GUI_MOUSE_BUTTON_EVENT ( on_d , MouseButton : : LEFT , MouseButtonMask : : LEFT , Key : : NONE ) ;
CHECK ( node_d - > has_focus ( ) ) ;
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT ( on_d , MouseButton : : LEFT , MouseButtonMask : : NONE , Key : : NONE ) ;
}
SUBCASE ( " [Viewport][GuiInputEvent] Non-CanvasItem breaks Transform hierarchy. " ) {
CHECK_FALSE ( root - > gui_get_focus_owner ( ) ) ;
// Click on G absolute coordinates
SEND_GUI_MOUSE_BUTTON_EVENT ( Point2i ( 15 , 105 ) , MouseButton : : LEFT , MouseButtonMask : : LEFT , Key : : NONE ) ;
CHECK ( node_g - > has_focus ( ) ) ;
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT ( Point2i ( 15 , 105 ) , MouseButton : : LEFT , MouseButtonMask : : NONE , Key : : NONE ) ;
}
SUBCASE ( " [Viewport][GuiInputEvent] No Focus change when clicking in background. " ) {
CHECK_FALSE ( root - > gui_get_focus_owner ( ) ) ;
SEND_GUI_MOUSE_BUTTON_EVENT ( on_background , MouseButton : : LEFT , MouseButtonMask : : LEFT , Key : : NONE ) ;
CHECK_FALSE ( root - > gui_get_focus_owner ( ) ) ;
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT ( on_background , MouseButton : : LEFT , MouseButtonMask : : NONE , Key : : NONE ) ;
node_a - > grab_focus ( ) ;
CHECK ( node_a - > has_focus ( ) ) ;
SEND_GUI_MOUSE_BUTTON_EVENT ( on_background , MouseButton : : LEFT , MouseButtonMask : : LEFT , Key : : NONE ) ;
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT ( on_background , MouseButton : : LEFT , MouseButtonMask : : NONE , Key : : NONE ) ;
CHECK ( node_a - > has_focus ( ) ) ;
}
SUBCASE ( " [Viewport][GuiInputEvent] Mouse Button No Focus Steal while other Mouse Button is pressed. " ) {
CHECK_FALSE ( root - > gui_get_focus_owner ( ) ) ;
SEND_GUI_MOUSE_BUTTON_EVENT ( on_a , MouseButton : : LEFT , MouseButtonMask : : LEFT , Key : : NONE ) ;
CHECK ( node_a - > has_focus ( ) ) ;
SEND_GUI_MOUSE_BUTTON_EVENT ( on_b , MouseButton : : RIGHT , ( int ) MouseButtonMask : : LEFT | ( int ) MouseButtonMask : : RIGHT , Key : : NONE ) ;
CHECK ( node_a - > has_focus ( ) ) ;
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT ( on_b , MouseButton : : RIGHT , MouseButtonMask : : LEFT , Key : : NONE ) ;
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT ( on_b , MouseButton : : LEFT , MouseButtonMask : : NONE , Key : : NONE ) ;
CHECK ( node_a - > has_focus ( ) ) ;
}
SUBCASE ( " [Viewport][GuiInputEvent] Allow Focus Steal with LMB while other Mouse Button is held down and was initially pressed without being over a Control. " ) {
// TODO: Not sure, if this is intended behavior, but this is an edge case.
CHECK_FALSE ( root - > gui_get_focus_owner ( ) ) ;
SEND_GUI_MOUSE_BUTTON_EVENT ( on_background , MouseButton : : RIGHT , MouseButtonMask : : RIGHT , Key : : NONE ) ;
CHECK_FALSE ( root - > gui_get_focus_owner ( ) ) ;
SEND_GUI_MOUSE_BUTTON_EVENT ( on_a , MouseButton : : LEFT , ( int ) MouseButtonMask : : LEFT | ( int ) MouseButtonMask : : RIGHT , Key : : NONE ) ;
CHECK ( node_a - > has_focus ( ) ) ;
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT ( on_a , MouseButton : : LEFT , MouseButtonMask : : RIGHT , Key : : NONE ) ;
CHECK ( node_a - > has_focus ( ) ) ;
SEND_GUI_MOUSE_BUTTON_EVENT ( on_b , MouseButton : : LEFT , ( int ) MouseButtonMask : : LEFT | ( int ) MouseButtonMask : : RIGHT , Key : : NONE ) ;
CHECK ( node_b - > has_focus ( ) ) ;
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT ( on_d , MouseButton : : LEFT , MouseButtonMask : : RIGHT , Key : : NONE ) ;
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT ( on_d , MouseButton : : RIGHT , MouseButtonMask : : NONE , Key : : NONE ) ;
CHECK ( node_b - > has_focus ( ) ) ;
}
SUBCASE ( " [Viewport][GuiInputEvent] Ignore Focus from Mouse Buttons when mouse-filter is set to ignore. " ) {
node_d - > grab_focus ( ) ;
node_d - > set_mouse_filter ( Control : : MOUSE_FILTER_IGNORE ) ;
CHECK ( node_d - > has_focus ( ) ) ;
// Click on overlapping area B&D.
SEND_GUI_MOUSE_BUTTON_EVENT ( on_d , MouseButton : : LEFT , MouseButtonMask : : LEFT , Key : : NONE ) ;
CHECK ( node_b - > has_focus ( ) ) ;
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT ( on_d , MouseButton : : LEFT , MouseButtonMask : : NONE , Key : : NONE ) ;
}
SUBCASE ( " [Viewport][GuiInputEvent] RMB doesn't grab focus. " ) {
node_a - > grab_focus ( ) ;
CHECK ( node_a - > has_focus ( ) ) ;
SEND_GUI_MOUSE_BUTTON_EVENT ( on_d , MouseButton : : RIGHT , MouseButtonMask : : RIGHT , Key : : NONE ) ;
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT ( on_d , MouseButton : : RIGHT , MouseButtonMask : : NONE , Key : : NONE ) ;
CHECK ( node_a - > has_focus ( ) ) ;
}
SUBCASE ( " [Viewport][GuiInputEvent] LMB on unfocusable Control doesn't grab focus. " ) {
CHECK_FALSE ( node_g - > has_focus ( ) ) ;
node_g - > set_focus_mode ( Control : : FOCUS_NONE ) ;
SEND_GUI_MOUSE_BUTTON_EVENT ( on_g , MouseButton : : LEFT , MouseButtonMask : : LEFT , Key : : NONE ) ;
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT ( on_g , MouseButton : : LEFT , MouseButtonMask : : NONE , Key : : NONE ) ;
CHECK_FALSE ( node_g - > has_focus ( ) ) ;
// Now verify the opposite with FOCUS_CLICK
node_g - > set_focus_mode ( Control : : FOCUS_CLICK ) ;
SEND_GUI_MOUSE_BUTTON_EVENT ( on_g , MouseButton : : LEFT , MouseButtonMask : : LEFT , Key : : NONE ) ;
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT ( on_g , MouseButton : : LEFT , MouseButtonMask : : NONE , Key : : NONE ) ;
CHECK ( node_g - > has_focus ( ) ) ;
node_g - > set_focus_mode ( Control : : FOCUS_CLICK ) ;
}
SUBCASE ( " [Viewport][GuiInputEvent] Signal 'gui_focus_changed' is only emitted if a previously unfocused Control grabs focus. " ) {
SIGNAL_WATCH ( root , SNAME ( " gui_focus_changed " ) ) ;
Array node_array ;
node_array . push_back ( node_a ) ;
Array signal_args ;
signal_args . push_back ( node_array ) ;
SEND_GUI_MOUSE_BUTTON_EVENT ( on_a , MouseButton : : LEFT , MouseButtonMask : : LEFT , Key : : NONE ) ;
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT ( on_a , MouseButton : : LEFT , MouseButtonMask : : NONE , Key : : NONE ) ;
SIGNAL_CHECK ( SNAME ( " gui_focus_changed " ) , signal_args ) ;
SEND_GUI_MOUSE_BUTTON_EVENT ( on_a , MouseButton : : LEFT , MouseButtonMask : : LEFT , Key : : NONE ) ;
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT ( on_a , MouseButton : : LEFT , MouseButtonMask : : NONE , Key : : NONE ) ;
CHECK ( node_a - > has_focus ( ) ) ;
SIGNAL_CHECK_FALSE ( SNAME ( " gui_focus_changed " ) ) ;
SIGNAL_UNWATCH ( root , SNAME ( " gui_focus_changed " ) ) ;
}
SUBCASE ( " [Viewport][GuiInputEvent] Focus Propagation to parent items. " ) {
SUBCASE ( " [Viewport][GuiInputEvent] Unfocusable Control with MOUSE_FILTER_PASS propagates focus to parent CanvasItem. " ) {
node_d - > set_focus_mode ( Control : : FOCUS_NONE ) ;
node_d - > set_mouse_filter ( Control : : MOUSE_FILTER_PASS ) ;
SEND_GUI_MOUSE_BUTTON_EVENT ( on_d + Point2i ( 20 , 20 ) , MouseButton : : LEFT , MouseButtonMask : : LEFT , Key : : NONE ) ;
CHECK ( node_b - > has_focus ( ) ) ;
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT ( on_d + Point2i ( 20 , 20 ) , MouseButton : : LEFT , MouseButtonMask : : NONE , Key : : NONE ) ;
// Verify break condition for Root Control.
node_a - > set_focus_mode ( Control : : FOCUS_NONE ) ;
node_a - > set_mouse_filter ( Control : : MOUSE_FILTER_PASS ) ;
SEND_GUI_MOUSE_BUTTON_EVENT ( on_a , MouseButton : : LEFT , MouseButtonMask : : LEFT , Key : : NONE ) ;
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT ( on_a , MouseButton : : LEFT , MouseButtonMask : : NONE , Key : : NONE ) ;
CHECK ( node_b - > has_focus ( ) ) ;
}
SUBCASE ( " [Viewport][GuiInputEvent] Top Level CanvasItem stops focus propagation. " ) {
node_d - > set_focus_mode ( Control : : FOCUS_NONE ) ;
node_d - > set_mouse_filter ( Control : : MOUSE_FILTER_PASS ) ;
node_c - > set_as_top_level ( true ) ;
SEND_GUI_MOUSE_BUTTON_EVENT ( on_b , MouseButton : : LEFT , MouseButtonMask : : LEFT , Key : : NONE ) ;
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT ( on_b , MouseButton : : LEFT , MouseButtonMask : : NONE , Key : : NONE ) ;
CHECK_FALSE ( root - > gui_get_focus_owner ( ) ) ;
node_d - > set_focus_mode ( Control : : FOCUS_CLICK ) ;
SEND_GUI_MOUSE_BUTTON_EVENT ( on_b , MouseButton : : LEFT , MouseButtonMask : : LEFT , Key : : NONE ) ;
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT ( on_b , MouseButton : : LEFT , MouseButtonMask : : NONE , Key : : NONE ) ;
CHECK ( node_d - > has_focus ( ) ) ;
}
}
}
SUBCASE ( " [Viewport][GuiInputEvent] Process-Mode affects, if GUI Mouse Button Events are processed. " ) {
node_a - > last_mouse_button = MouseButton : : NONE ;
node_a - > set_process_mode ( Node : : PROCESS_MODE_DISABLED ) ;
SEND_GUI_MOUSE_BUTTON_EVENT ( on_a , MouseButton : : LEFT , MouseButtonMask : : LEFT , Key : : NONE ) ;
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT ( on_a , MouseButton : : LEFT , MouseButtonMask : : NONE , Key : : NONE ) ;
CHECK ( node_a - > last_mouse_button = = MouseButton : : NONE ) ;
// Now verify that with allowed processing the event is processed.
node_a - > set_process_mode ( Node : : PROCESS_MODE_ALWAYS ) ;
SEND_GUI_MOUSE_BUTTON_EVENT ( on_a , MouseButton : : LEFT , MouseButtonMask : : LEFT , Key : : NONE ) ;
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT ( on_a , MouseButton : : LEFT , MouseButtonMask : : NONE , Key : : NONE ) ;
CHECK ( node_a - > last_mouse_button = = MouseButton : : LEFT ) ;
}
}
// Unit tests for Viewport::_gui_input_event (Mouse Motion)
SUBCASE ( " [Viewport][GuiInputEvent] Mouse Motion " ) {
// FIXME: Tooltips are not yet tested. They likely require an internal clock.
SUBCASE ( " [Viewport][GuiInputEvent] Mouse Motion changes the Control, that it is over. " ) {
SEND_GUI_MOUSE_MOTION_EVENT ( on_background , MouseButtonMask : : NONE , Key : : NONE ) ;
CHECK_FALSE ( node_a - > mouse_over ) ;
// Move over Control.
SEND_GUI_MOUSE_MOTION_EVENT ( on_a , MouseButtonMask : : NONE , Key : : NONE ) ;
CHECK ( node_a - > mouse_over ) ;
// No change.
SEND_GUI_MOUSE_MOTION_EVENT ( on_a + Point2i ( 1 , 1 ) , MouseButtonMask : : NONE , Key : : NONE ) ;
CHECK ( node_a - > mouse_over ) ;
// Move over other Control.
SEND_GUI_MOUSE_MOTION_EVENT ( on_d , MouseButtonMask : : NONE , Key : : NONE ) ;
CHECK_FALSE ( node_a - > mouse_over ) ;
CHECK ( node_d - > mouse_over ) ;
// Move to background
SEND_GUI_MOUSE_MOTION_EVENT ( on_background , MouseButtonMask : : NONE , Key : : NONE ) ;
CHECK_FALSE ( node_d - > mouse_over ) ;
}
SUBCASE ( " [Viewport][GuiInputEvent] Window Mouse Enter/Exit signals. " ) {
SIGNAL_WATCH ( root , SNAME ( " mouse_entered " ) ) ;
SIGNAL_WATCH ( root , SNAME ( " mouse_exited " ) ) ;
Array signal_args ;
signal_args . push_back ( Array ( ) ) ;
SEND_GUI_MOUSE_MOTION_EVENT ( on_outside , MouseButtonMask : : NONE , Key : : NONE ) ;
SIGNAL_CHECK_FALSE ( SNAME ( " mouse_entered " ) ) ;
SIGNAL_CHECK ( SNAME ( " mouse_exited " ) , signal_args ) ;
SEND_GUI_MOUSE_MOTION_EVENT ( on_a , MouseButtonMask : : NONE , Key : : NONE ) ;
SIGNAL_CHECK ( SNAME ( " mouse_entered " ) , signal_args ) ;
SIGNAL_CHECK_FALSE ( SNAME ( " mouse_exited " ) ) ;
SIGNAL_UNWATCH ( root , SNAME ( " mouse_entered " ) ) ;
SIGNAL_UNWATCH ( root , SNAME ( " mouse_exited " ) ) ;
}
SUBCASE ( " [Viewport][GuiInputEvent] Process-Mode affects, if GUI Mouse Motion Events are processed. " ) {
node_a - > last_mouse_move_position = on_outside ;
node_a - > set_process_mode ( Node : : PROCESS_MODE_DISABLED ) ;
SEND_GUI_MOUSE_MOTION_EVENT ( on_a , MouseButtonMask : : NONE , Key : : NONE ) ;
CHECK ( node_a - > last_mouse_move_position = = on_outside ) ;
// Now verify that with allowed processing the event is processed.
node_a - > set_process_mode ( Node : : PROCESS_MODE_ALWAYS ) ;
SEND_GUI_MOUSE_MOTION_EVENT ( on_a , MouseButtonMask : : NONE , Key : : NONE ) ;
CHECK ( node_a - > last_mouse_move_position = = on_a ) ;
}
}
// Unit tests for Viewport::_gui_input_event (Drag and Drop)
SUBCASE ( " [Viewport][GuiInputEvent] Drag and Drop " ) {
// FIXME: Drag-Preview will likely change. Tests for this part would have to be rewritten anyway.
// See https://github.com/godotengine/godot/pull/67531#issuecomment-1385353430 for details.
// FIXME: Testing Drag and Drop with non-embedded windows would require DisplayServerMock additions
// FIXME: Drag and Drop currently doesn't work with embedded Windows and SubViewports - not testing.
// See https://github.com/godotengine/godot/issues/28522 for example.
int min_grab_movement = 11 ;
SUBCASE ( " [Viewport][GuiInputEvent] Drag from one Control to another in the same viewport. " ) {
SUBCASE ( " [Viewport][GuiInputEvent] Perform successful Drag and Drop on a different Control. " ) {
SEND_GUI_MOUSE_BUTTON_EVENT ( on_a , MouseButton : : LEFT , MouseButtonMask : : LEFT , Key : : NONE ) ;
CHECK_FALSE ( root - > gui_is_dragging ( ) ) ;
SEND_GUI_MOUSE_MOTION_EVENT ( on_a + Point2i ( min_grab_movement , 0 ) , MouseButtonMask : : LEFT , Key : : NONE ) ;
CHECK ( root - > gui_is_dragging ( ) ) ;
// Move above a Control, that is a Drop target and allows dropping at this point.
SEND_GUI_MOUSE_MOTION_EVENT ( on_d , MouseButtonMask : : LEFT , Key : : NONE ) ;
CHECK ( DS - > get_cursor_shape ( ) = = DisplayServer : : CURSOR_CAN_DROP ) ;
CHECK ( root - > gui_is_dragging ( ) ) ;
CHECK_FALSE ( root - > gui_is_drag_successful ( ) ) ;
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT ( on_d , MouseButton : : LEFT , MouseButtonMask : : NONE , Key : : NONE ) ;
CHECK_FALSE ( root - > gui_is_dragging ( ) ) ;
CHECK ( root - > gui_is_drag_successful ( ) ) ;
CHECK ( ( StringName ) node_d - > drag_data = = SNAME ( " Drag Data " ) ) ;
}
SUBCASE ( " [Viewport][GuiInputEvent] Perform unsuccessful drop on Control. " ) {
SEND_GUI_MOUSE_BUTTON_EVENT ( on_a , MouseButton : : LEFT , MouseButtonMask : : LEFT , Key : : NONE ) ;
CHECK_FALSE ( root - > gui_is_dragging ( ) ) ;
// Move, but don't trigger DnD yet.
SEND_GUI_MOUSE_MOTION_EVENT ( on_a + Point2i ( 0 , min_grab_movement - 1 ) , MouseButtonMask : : LEFT , Key : : NONE ) ;
CHECK_FALSE ( root - > gui_is_dragging ( ) ) ;
// Move and trigger DnD.
SEND_GUI_MOUSE_MOTION_EVENT ( on_a + Point2i ( 0 , min_grab_movement ) , MouseButtonMask : : LEFT , Key : : NONE ) ;
CHECK ( root - > gui_is_dragging ( ) ) ;
// Move above a Control, that is not a Drop target.
SEND_GUI_MOUSE_MOTION_EVENT ( on_a , MouseButtonMask : : LEFT , Key : : NONE ) ;
CHECK ( DS - > get_cursor_shape ( ) = = DisplayServer : : CURSOR_FORBIDDEN ) ;
// Move above a Control, that is a Drop target, but has disallowed this point.
SEND_GUI_MOUSE_MOTION_EVENT ( on_d + Point2i ( 20 , 0 ) , MouseButtonMask : : LEFT , Key : : NONE ) ;
CHECK ( DS - > get_cursor_shape ( ) = = DisplayServer : : CURSOR_FORBIDDEN ) ;
CHECK ( root - > gui_is_dragging ( ) ) ;
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT ( on_d + Point2i ( 20 , 0 ) , MouseButton : : LEFT , MouseButtonMask : : NONE , Key : : NONE ) ;
CHECK_FALSE ( root - > gui_is_dragging ( ) ) ;
CHECK_FALSE ( root - > gui_is_drag_successful ( ) ) ;
}
SUBCASE ( " [Viewport][GuiInputEvent] Perform unsuccessful drop on No-Control. " ) {
SEND_GUI_MOUSE_BUTTON_EVENT ( on_a , MouseButton : : LEFT , MouseButtonMask : : LEFT , Key : : NONE ) ;
CHECK_FALSE ( root - > gui_is_dragging ( ) ) ;
// Move, but don't trigger DnD yet.
SEND_GUI_MOUSE_MOTION_EVENT ( on_a + Point2i ( min_grab_movement - 1 , 0 ) , MouseButtonMask : : LEFT , Key : : NONE ) ;
CHECK_FALSE ( root - > gui_is_dragging ( ) ) ;
// Move and trigger DnD.
SEND_GUI_MOUSE_MOTION_EVENT ( on_a + Point2i ( min_grab_movement , 0 ) , MouseButtonMask : : LEFT , Key : : NONE ) ;
CHECK ( root - > gui_is_dragging ( ) ) ;
// Move away from Controls.
SEND_GUI_MOUSE_MOTION_EVENT ( on_background , MouseButtonMask : : LEFT , Key : : NONE ) ;
CHECK ( DS - > get_cursor_shape ( ) = = DisplayServer : : CURSOR_ARROW ) ; // This could also be CURSOR_FORBIDDEN.
CHECK ( root - > gui_is_dragging ( ) ) ;
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT ( on_background , MouseButton : : LEFT , MouseButtonMask : : NONE , Key : : NONE ) ;
CHECK_FALSE ( root - > gui_is_dragging ( ) ) ;
CHECK_FALSE ( root - > gui_is_drag_successful ( ) ) ;
}
SUBCASE ( " [Viewport][GuiInputEvent] Perform unsuccessful drop outside of window. " ) {
SEND_GUI_MOUSE_BUTTON_EVENT ( on_a , MouseButton : : LEFT , MouseButtonMask : : LEFT , Key : : NONE ) ;
CHECK_FALSE ( root - > gui_is_dragging ( ) ) ;
// Move and trigger DnD.
SEND_GUI_MOUSE_MOTION_EVENT ( on_a + Point2i ( min_grab_movement , 0 ) , MouseButtonMask : : LEFT , Key : : NONE ) ;
CHECK ( root - > gui_is_dragging ( ) ) ;
SEND_GUI_MOUSE_MOTION_EVENT ( on_d , MouseButtonMask : : LEFT , Key : : NONE ) ;
CHECK ( DS - > get_cursor_shape ( ) = = DisplayServer : : CURSOR_CAN_DROP ) ;
// Move outside of window.
SEND_GUI_MOUSE_MOTION_EVENT ( on_outside , MouseButtonMask : : LEFT , Key : : NONE ) ;
CHECK ( DS - > get_cursor_shape ( ) = = DisplayServer : : CURSOR_ARROW ) ;
CHECK ( root - > gui_is_dragging ( ) ) ;
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT ( on_outside , MouseButton : : LEFT , MouseButtonMask : : NONE , Key : : NONE ) ;
CHECK_FALSE ( root - > gui_is_dragging ( ) ) ;
CHECK_FALSE ( root - > gui_is_drag_successful ( ) ) ;
}
SUBCASE ( " [Viewport][GuiInputEvent] Drag and Drop doesn't work with other Mouse Buttons than LMB. " ) {
SEND_GUI_MOUSE_BUTTON_EVENT ( on_a , MouseButton : : MIDDLE , MouseButtonMask : : MIDDLE , Key : : NONE ) ;
CHECK_FALSE ( root - > gui_is_dragging ( ) ) ;
SEND_GUI_MOUSE_MOTION_EVENT ( on_a + Point2i ( min_grab_movement , 0 ) , MouseButtonMask : : MIDDLE , Key : : NONE ) ;
CHECK_FALSE ( root - > gui_is_dragging ( ) ) ;
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT ( on_a , MouseButton : : MIDDLE , MouseButtonMask : : NONE , Key : : NONE ) ;
}
SUBCASE ( " [Viewport][GuiInputEvent] Drag and Drop parent propagation. " ) {
Node2D * node_aa = memnew ( Node2D ) ;
Control * node_aaa = memnew ( Control ) ;
Node2D * node_dd = memnew ( Node2D ) ;
Control * node_ddd = memnew ( Control ) ;
node_aaa - > set_size ( Size2i ( 10 , 10 ) ) ;
node_aaa - > set_position ( Point2i ( 0 , 5 ) ) ;
node_ddd - > set_size ( Size2i ( 10 , 10 ) ) ;
node_ddd - > set_position ( Point2i ( 0 , 5 ) ) ;
node_a - > add_child ( node_aa ) ;
node_aa - > add_child ( node_aaa ) ;
node_d - > add_child ( node_dd ) ;
node_dd - > add_child ( node_ddd ) ;
Point2i on_aaa = on_a + Point2i ( - 2 , 2 ) ;
Point2i on_ddd = on_d + Point2i ( - 2 , 2 ) ;
SUBCASE ( " [Viewport][GuiInputEvent] Drag and Drop propagation to parent Controls. " ) {
node_aaa - > set_mouse_filter ( Control : : MOUSE_FILTER_PASS ) ;
node_ddd - > set_mouse_filter ( Control : : MOUSE_FILTER_PASS ) ;
SEND_GUI_MOUSE_BUTTON_EVENT ( on_aaa , MouseButton : : LEFT , MouseButtonMask : : LEFT , Key : : NONE ) ;
CHECK_FALSE ( root - > gui_is_dragging ( ) ) ;
SEND_GUI_MOUSE_MOTION_EVENT ( on_aaa + Point2i ( 0 , min_grab_movement ) , MouseButtonMask : : LEFT , Key : : NONE ) ;
CHECK ( root - > gui_is_dragging ( ) ) ;
SEND_GUI_MOUSE_MOTION_EVENT ( on_ddd , MouseButtonMask : : LEFT , Key : : NONE ) ;
CHECK ( root - > gui_is_dragging ( ) ) ;
CHECK_FALSE ( root - > gui_is_drag_successful ( ) ) ;
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT ( on_ddd , MouseButton : : LEFT , MouseButtonMask : : NONE , Key : : NONE ) ;
CHECK_FALSE ( root - > gui_is_dragging ( ) ) ;
CHECK ( root - > gui_is_drag_successful ( ) ) ;
node_aaa - > set_mouse_filter ( Control : : MOUSE_FILTER_STOP ) ;
node_ddd - > set_mouse_filter ( Control : : MOUSE_FILTER_STOP ) ;
}
SUBCASE ( " [Viewport][GuiInputEvent] Drag and Drop grab-propagation stopped by Top Level. " ) {
node_aaa - > set_mouse_filter ( Control : : MOUSE_FILTER_PASS ) ;
node_aaa - > set_as_top_level ( true ) ;
SEND_GUI_MOUSE_BUTTON_EVENT ( on_aaa , MouseButton : : LEFT , MouseButtonMask : : LEFT , Key : : NONE ) ;
CHECK_FALSE ( root - > gui_is_dragging ( ) ) ;
SEND_GUI_MOUSE_MOTION_EVENT ( on_aaa + Point2i ( 0 , min_grab_movement ) , MouseButtonMask : : LEFT , Key : : NONE ) ;
CHECK_FALSE ( root - > gui_is_dragging ( ) ) ;
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT ( on_background , MouseButton : : LEFT , MouseButtonMask : : NONE , Key : : NONE ) ;
node_aaa - > set_as_top_level ( false ) ;
node_aaa - > set_mouse_filter ( Control : : MOUSE_FILTER_STOP ) ;
}
SUBCASE ( " [Viewport][GuiInputEvent] Drag and Drop target-propagation stopped by Top Level. " ) {
node_aaa - > set_mouse_filter ( Control : : MOUSE_FILTER_PASS ) ;
node_ddd - > set_mouse_filter ( Control : : MOUSE_FILTER_PASS ) ;
node_ddd - > set_as_top_level ( true ) ;
node_ddd - > set_position ( Point2i ( 30 , 100 ) ) ;
SEND_GUI_MOUSE_BUTTON_EVENT ( on_aaa , MouseButton : : LEFT , MouseButtonMask : : LEFT , Key : : NONE ) ;
CHECK_FALSE ( root - > gui_is_dragging ( ) ) ;
SEND_GUI_MOUSE_MOTION_EVENT ( on_aaa + Point2i ( 0 , min_grab_movement ) , MouseButtonMask : : LEFT , Key : : NONE ) ;
CHECK ( root - > gui_is_dragging ( ) ) ;
SEND_GUI_MOUSE_MOTION_EVENT ( Point2i ( 35 , 105 ) , MouseButtonMask : : LEFT , Key : : NONE ) ;
CHECK ( root - > gui_is_dragging ( ) ) ;
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT ( Point2i ( 35 , 105 ) , MouseButton : : LEFT , MouseButtonMask : : NONE , Key : : NONE ) ;
CHECK_FALSE ( root - > gui_is_dragging ( ) ) ;
CHECK_FALSE ( root - > gui_is_drag_successful ( ) ) ;
node_ddd - > set_position ( Point2i ( 0 , 5 ) ) ;
node_ddd - > set_as_top_level ( false ) ;
node_aaa - > set_mouse_filter ( Control : : MOUSE_FILTER_STOP ) ;
node_ddd - > set_mouse_filter ( Control : : MOUSE_FILTER_STOP ) ;
}
SUBCASE ( " [Viewport][GuiInputEvent] Drag and Drop grab-propagation stopped by non-CanvasItem. " ) {
node_g - > set_mouse_filter ( Control : : MOUSE_FILTER_PASS ) ;
SEND_GUI_MOUSE_BUTTON_EVENT ( on_g , MouseButton : : LEFT , MouseButtonMask : : LEFT , Key : : NONE ) ;
SEND_GUI_MOUSE_MOTION_EVENT ( on_g + Point2i ( 0 , min_grab_movement ) , MouseButtonMask : : LEFT , Key : : NONE ) ;
CHECK_FALSE ( root - > gui_is_dragging ( ) ) ;
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT ( on_background , MouseButton : : LEFT , MouseButtonMask : : NONE , Key : : NONE ) ;
node_g - > set_mouse_filter ( Control : : MOUSE_FILTER_STOP ) ;
}
SUBCASE ( " [Viewport][GuiInputEvent] Drag and Drop target-propagation stopped by non-CanvasItem. " ) {
node_g - > set_mouse_filter ( Control : : MOUSE_FILTER_PASS ) ;
SEND_GUI_MOUSE_BUTTON_EVENT ( on_a - Point2i ( 1 , 1 ) , MouseButton : : LEFT , MouseButtonMask : : LEFT , Key : : NONE ) ; // Offset for node_aaa.
SEND_GUI_MOUSE_MOTION_EVENT ( on_a + Point2i ( 0 , min_grab_movement ) , MouseButtonMask : : LEFT , Key : : NONE ) ;
CHECK ( root - > gui_is_dragging ( ) ) ;
SEND_GUI_MOUSE_MOTION_EVENT ( on_g , MouseButtonMask : : LEFT , Key : : NONE ) ;
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT ( on_g , MouseButton : : LEFT , MouseButtonMask : : NONE , Key : : NONE ) ;
CHECK_FALSE ( root - > gui_is_dragging ( ) ) ;
node_g - > set_mouse_filter ( Control : : MOUSE_FILTER_STOP ) ;
}
memdelete ( node_ddd ) ;
memdelete ( node_dd ) ;
memdelete ( node_aaa ) ;
memdelete ( node_aa ) ;
}
SUBCASE ( " [Viewport][GuiInputEvent] Force Drag and Drop. " ) {
SEND_GUI_MOUSE_MOTION_EVENT ( on_background , MouseButtonMask : : NONE , Key : : NONE ) ;
CHECK_FALSE ( root - > gui_is_dragging ( ) ) ;
node_a - > force_drag ( SNAME ( " Drag Data " ) , nullptr ) ;
CHECK ( root - > gui_is_dragging ( ) ) ;
SEND_GUI_MOUSE_MOTION_EVENT ( on_d , MouseButtonMask : : NONE , Key : : NONE ) ;
// Force Drop doesn't get triggered by mouse Buttons other than LMB.
SEND_GUI_MOUSE_BUTTON_EVENT ( on_d , MouseButton : : RIGHT , MouseButtonMask : : RIGHT , Key : : NONE ) ;
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT ( on_a , MouseButton : : RIGHT , MouseButtonMask : : NONE , Key : : NONE ) ;
CHECK ( root - > gui_is_dragging ( ) ) ;
// Force Drop with LMB-Down.
SEND_GUI_MOUSE_BUTTON_EVENT ( on_d , MouseButton : : LEFT , MouseButtonMask : : LEFT , Key : : NONE ) ;
CHECK_FALSE ( root - > gui_is_dragging ( ) ) ;
CHECK ( root - > gui_is_drag_successful ( ) ) ;
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT ( on_d , MouseButton : : LEFT , MouseButtonMask : : NONE , Key : : NONE ) ;
}
}
}
memdelete ( node_g ) ;
memdelete ( node_f ) ;
memdelete ( node_e ) ;
memdelete ( node_d ) ;
memdelete ( node_c ) ;
memdelete ( node_b ) ;
memdelete ( node_a ) ;
}
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TEST_CASE ( " [SceneTree][Viewport] Control mouse cursor shape " ) {
SUBCASE ( " [Viewport][CursorShape] Mouse cursor is not overridden by SubViewportContainer " ) {
SubViewportContainer * node_a = memnew ( SubViewportContainer ) ;
SubViewport * node_b = memnew ( SubViewport ) ;
Control * node_c = memnew ( Control ) ;
node_a - > set_name ( " SubViewportContainer " ) ;
node_b - > set_name ( " SubViewport " ) ;
node_c - > set_name ( " Control " ) ;
node_a - > set_position ( Point2i ( 0 , 0 ) ) ;
node_c - > set_position ( Point2i ( 0 , 0 ) ) ;
node_a - > set_size ( Point2i ( 100 , 100 ) ) ;
node_b - > set_size ( Point2i ( 100 , 100 ) ) ;
node_c - > set_size ( Point2i ( 100 , 100 ) ) ;
node_a - > set_default_cursor_shape ( Control : : CURSOR_ARROW ) ;
node_c - > set_default_cursor_shape ( Control : : CURSOR_FORBIDDEN ) ;
Window * root = SceneTree : : get_singleton ( ) - > get_root ( ) ;
DisplayServerMock * DS = ( DisplayServerMock * ) ( DisplayServer : : get_singleton ( ) ) ;
// Scene tree:
// - root
// - node_a (SubViewportContainer)
// - node_b (SubViewport)
// - node_c (Control)
root - > add_child ( node_a ) ;
node_a - > add_child ( node_b ) ;
node_b - > add_child ( node_c ) ;
Point2i on_c = Point2i ( 5 , 5 ) ;
SEND_GUI_MOUSE_MOTION_EVENT ( on_c , MouseButtonMask : : NONE , Key : : NONE ) ;
CHECK ( DS - > get_cursor_shape ( ) = = DisplayServer : : CURSOR_FORBIDDEN ) ; // GH-74805
memdelete ( node_c ) ;
memdelete ( node_b ) ;
memdelete ( node_a ) ;
}
}
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} // namespace TestViewport
# endif // TEST_VIEWPORT_H