From ce6c29052886b4f9860396f4e961749cb0f485f3 Mon Sep 17 00:00:00 2001 From: Markus Sauermann <6299227+Sauermann@users.noreply.github.com> Date: Thu, 9 Feb 2023 11:29:46 +0100 Subject: [PATCH] Add Unit Tests for Viewport InputEvent handling --- tests/display_server_mock.h | 20 +- tests/scene/test_text_edit.h | 3 - tests/scene/test_viewport.h | 718 +++++++++++++++++++++++++++++++++++ tests/test_macros.h | 1 - tests/test_main.cpp | 4 + 5 files changed, 741 insertions(+), 5 deletions(-) create mode 100644 tests/scene/test_viewport.h diff --git a/tests/display_server_mock.h b/tests/display_server_mock.h index 1736f2c4525..fe36fa0b696 100644 --- a/tests/display_server_mock.h +++ b/tests/display_server_mock.h @@ -42,6 +42,7 @@ private: friend class DisplayServer; Point2i mouse_position = Point2i(-1, -1); // Outside of Window. + CursorShape cursor_shape = CursorShape::CURSOR_ARROW; bool window_over = false; Callable event_callback; Callable input_event_callback; @@ -103,6 +104,7 @@ public: bool has_feature(Feature p_feature) const override { switch (p_feature) { case FEATURE_MOUSE: + case FEATURE_CURSOR_SHAPE: return true; default: { } @@ -115,12 +117,24 @@ public: // You can simulate DisplayServer-events by calling this function. // The events will be deliverd to Godot's Input-system. // Mouse-events (Button & Motion) will additionally update the DisplayServer's mouse position. + // For Mouse motion events, the `relative`-property is set based on the distance to the previous mouse position. void simulate_event(Ref p_event) { + Ref event = p_event; Ref me = p_event; if (me.is_valid()) { + Ref mm = p_event; + if (mm.is_valid()) { + mm->set_relative(mm->get_position() - mouse_position); + event = mm; + } _set_mouse_position(me->get_position()); } - Input::get_singleton()->parse_input_event(p_event); + Input::get_singleton()->parse_input_event(event); + } + + // Returns the current cursor shape. + CursorShape get_cursor_shape() { + return cursor_shape; } virtual Point2i mouse_get_position() const override { return mouse_position; } @@ -129,6 +143,10 @@ public: return Size2i(1920, 1080); } + virtual void cursor_set_shape(CursorShape p_shape) override { + cursor_shape = p_shape; + } + virtual void window_set_window_event_callback(const Callable &p_callable, WindowID p_window = MAIN_WINDOW_ID) override { event_callback = p_callable; } diff --git a/tests/scene/test_text_edit.h b/tests/scene/test_text_edit.h index d42ef8859a6..64ad3bd5b0f 100644 --- a/tests/scene/test_text_edit.h +++ b/tests/scene/test_text_edit.h @@ -1134,7 +1134,6 @@ TEST_CASE("[SceneTree][TextEdit] text entry") { SUBCASE("[TextEdit] text drag") { TextEdit *target_text_edit = memnew(TextEdit); SceneTree::get_singleton()->get_root()->add_child(target_text_edit); - text_edit->get_viewport()->set_embedding_subwindows(true); // Bypass display server for drop handling. target_text_edit->set_size(Size2(200, 200)); target_text_edit->set_position(Point2(400, 0)); @@ -3083,8 +3082,6 @@ TEST_CASE("[SceneTree][TextEdit] context menu") { TextEdit *text_edit = memnew(TextEdit); SceneTree::get_singleton()->get_root()->add_child(text_edit); - text_edit->get_viewport()->set_embedding_subwindows(true); // Bypass display server for drop handling. - text_edit->set_size(Size2(800, 200)); text_edit->set_line(0, "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec vasius mattis leo, sed porta ex lacinia bibendum. Nunc bibendum pellentesque."); MessageQueue::get_singleton()->flush(); diff --git a/tests/scene/test_viewport.h b/tests/scene/test_viewport.h new file mode 100644 index 00000000000..62f4635927e --- /dev/null +++ b/tests/scene/test_viewport.h @@ -0,0 +1,718 @@ +/**************************************************************************/ +/* test_viewport.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#ifndef TEST_VIEWPORT_H +#define TEST_VIEWPORT_H + +#include "scene/2d/node_2d.h" +#include "scene/gui/control.h" +#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 &p_event) override { + Ref mb = p_event; + if (mb.is_valid()) { + last_mouse_button = mb->get_button_index(); + return; + } + + Ref 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.") { + CHECK_NOTHROW(root->push_input(nullptr)); + } + + // 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); +} + +} // namespace TestViewport + +#endif // TEST_VIEWPORT_H diff --git a/tests/test_macros.h b/tests/test_macros.h index 9fd95465f67..5d1bcdecf40 100644 --- a/tests/test_macros.h +++ b/tests/test_macros.h @@ -209,7 +209,6 @@ int register_test_command(String p_command, TestFunc p_function); event.instantiate(); \ event->set_position(m_screen_pos); \ event->set_button_mask(m_mask); \ - event->set_relative(Vector2(10, 10)); \ _UPDATE_EVENT_MODIFERS(event, m_modifers); \ _SEND_DISPLAYSERVER_EVENT(event); \ MessageQueue::get_singleton()->flush(); \ diff --git a/tests/test_main.cpp b/tests/test_main.cpp index ea6058f707b..e029ea71904 100644 --- a/tests/test_main.cpp +++ b/tests/test_main.cpp @@ -101,6 +101,7 @@ #include "tests/scene/test_sprite_frames.h" #include "tests/scene/test_text_edit.h" #include "tests/scene/test_theme.h" +#include "tests/scene/test_viewport.h" #include "tests/scene/test_visual_shader.h" #include "tests/servers/test_text_server.h" #include "tests/test_validate_testing.h" @@ -233,6 +234,9 @@ struct GodotTestCaseListener : public doctest::IReporter { memnew(SceneTree); SceneTree::get_singleton()->initialize(); + if (!DisplayServer::get_singleton()->has_feature(DisplayServer::Feature::FEATURE_SUBWINDOWS)) { + SceneTree::get_singleton()->get_root()->set_embedding_subwindows(true); + } return; }