8e7afec479
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
721 lines
30 KiB
C++
721 lines
30 KiB
C++
/**************************************************************************/
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/* test_viewport.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef TEST_VIEWPORT_H
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#define TEST_VIEWPORT_H
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#include "scene/2d/node_2d.h"
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#include "scene/gui/control.h"
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#include "scene/main/window.h"
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#include "tests/test_macros.h"
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namespace TestViewport {
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class NotificationControl : public Control {
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GDCLASS(NotificationControl, Control);
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protected:
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void _notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_MOUSE_ENTER: {
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mouse_over = true;
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} break;
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case NOTIFICATION_MOUSE_EXIT: {
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mouse_over = false;
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} break;
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}
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}
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public:
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bool mouse_over = false;
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};
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// `NotificationControl`-derived class that additionally
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// - allows start Dragging
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// - stores mouse information of last event
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class DragStart : public NotificationControl {
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GDCLASS(DragStart, NotificationControl);
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public:
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MouseButton last_mouse_button;
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Point2i last_mouse_move_position;
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StringName drag_data_name = SNAME("Drag Data");
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virtual Variant get_drag_data(const Point2 &p_point) override {
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return drag_data_name;
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}
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virtual void gui_input(const Ref<InputEvent> &p_event) override {
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Ref<InputEventMouseButton> mb = p_event;
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if (mb.is_valid()) {
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last_mouse_button = mb->get_button_index();
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return;
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}
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Ref<InputEventMouseMotion> mm = p_event;
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if (mm.is_valid()) {
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last_mouse_move_position = mm->get_position();
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return;
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}
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}
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};
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// `NotificationControl`-derived class that acts as a Drag and Drop target.
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class DragTarget : public NotificationControl {
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GDCLASS(DragTarget, NotificationControl);
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public:
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Variant drag_data;
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virtual bool can_drop_data(const Point2 &p_point, const Variant &p_data) const override {
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StringName string_data = p_data;
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// Verify drag data is compatible.
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if (string_data != SNAME("Drag Data")) {
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return false;
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}
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// Only the left half is droppable area.
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if (p_point.x * 2 > get_size().x) {
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return false;
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}
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return true;
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}
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virtual void drop_data(const Point2 &p_point, const Variant &p_data) override {
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drag_data = p_data;
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}
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};
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TEST_CASE("[SceneTree][Viewport] Controls and InputEvent handling") {
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DragStart *node_a = memnew(DragStart);
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Control *node_b = memnew(Control);
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Node2D *node_c = memnew(Node2D);
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DragTarget *node_d = memnew(DragTarget);
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Control *node_e = memnew(Control);
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Node *node_f = memnew(Node);
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Control *node_g = memnew(Control);
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node_a->set_name(SNAME("NodeA"));
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node_b->set_name(SNAME("NodeB"));
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node_c->set_name(SNAME("NodeC"));
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node_d->set_name(SNAME("NodeD"));
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node_e->set_name(SNAME("NodeE"));
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node_f->set_name(SNAME("NodeF"));
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node_g->set_name(SNAME("NodeG"));
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node_a->set_position(Point2i(0, 0));
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node_b->set_position(Point2i(10, 10));
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node_c->set_position(Point2i(0, 0));
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node_d->set_position(Point2i(10, 10));
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node_e->set_position(Point2i(10, 100));
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node_g->set_position(Point2i(10, 100));
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node_a->set_size(Point2i(30, 30));
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node_b->set_size(Point2i(30, 30));
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node_d->set_size(Point2i(30, 30));
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node_e->set_size(Point2i(10, 10));
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node_g->set_size(Point2i(10, 10));
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node_a->set_focus_mode(Control::FOCUS_CLICK);
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node_b->set_focus_mode(Control::FOCUS_CLICK);
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node_d->set_focus_mode(Control::FOCUS_CLICK);
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node_e->set_focus_mode(Control::FOCUS_CLICK);
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node_g->set_focus_mode(Control::FOCUS_CLICK);
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Window *root = SceneTree::get_singleton()->get_root();
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DisplayServerMock *DS = (DisplayServerMock *)(DisplayServer::get_singleton());
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// Scene tree:
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// - root
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// - a (Control)
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// - b (Control)
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// - c (Node2D)
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// - d (Control)
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// - e (Control)
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// - f (Node)
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// - g (Control)
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root->add_child(node_a);
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root->add_child(node_b);
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node_b->add_child(node_c);
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node_c->add_child(node_d);
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root->add_child(node_e);
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node_e->add_child(node_f);
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node_f->add_child(node_g);
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Point2i on_a = Point2i(5, 5);
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Point2i on_b = Point2i(15, 15);
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Point2i on_d = Point2i(25, 25);
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Point2i on_e = Point2i(15, 105);
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Point2i on_g = Point2i(15, 105);
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Point2i on_background = Point2i(500, 500);
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Point2i on_outside = Point2i(-1, -1);
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// Unit tests for Viewport::gui_find_control and Viewport::_gui_find_control_at_pos
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SUBCASE("[VIEWPORT][GuiFindControl] Finding Controls at a Viewport-position") {
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// FIXME: It is extremely difficult to create a situation where the Control has a zero determinant.
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// Leaving that if-branch untested.
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SUBCASE("[VIEWPORT][GuiFindControl] Basic position tests") {
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CHECK(root->gui_find_control(on_a) == node_a);
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CHECK(root->gui_find_control(on_b) == node_b);
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CHECK(root->gui_find_control(on_d) == node_d);
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CHECK(root->gui_find_control(on_e) == node_g); // Node F makes G a Root Control at the same position as E
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CHECK(root->gui_find_control(on_g) == node_g);
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CHECK_FALSE(root->gui_find_control(on_background));
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}
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SUBCASE("[VIEWPORT][GuiFindControl] Invisible nodes are not considered as results.") {
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// Non-Root Control
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node_d->hide();
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CHECK(root->gui_find_control(on_d) == node_b);
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// Root Control
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node_b->hide();
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CHECK(root->gui_find_control(on_b) == node_a);
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}
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SUBCASE("[VIEWPORT][GuiFindControl] Root Control with CanvasItem as parent is affected by parent's transform.") {
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node_b->remove_child(node_c);
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node_c->set_position(Point2i(50, 50));
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root->add_child(node_c);
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CHECK(root->gui_find_control(Point2i(65, 65)) == node_d);
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}
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SUBCASE("[VIEWPORT][GuiFindControl] Control Contents Clipping clips accessible position of children.") {
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CHECK_FALSE(node_b->is_clipping_contents());
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CHECK(root->gui_find_control(on_d + Point2i(20, 20)) == node_d);
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node_b->set_clip_contents(true);
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CHECK(root->gui_find_control(on_d) == node_d);
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CHECK_FALSE(root->gui_find_control(on_d + Point2i(20, 20)));
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}
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SUBCASE("[VIEWPORT][GuiFindControl] Top Level Control as descendant of CanvasItem isn't affected by parent's transform.") {
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CHECK(root->gui_find_control(on_d + Point2i(20, 20)) == node_d);
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node_d->set_as_top_level(true);
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CHECK_FALSE(root->gui_find_control(on_d + Point2i(20, 20)));
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CHECK(root->gui_find_control(on_b) == node_d);
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}
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}
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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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}
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// Unit tests for Viewport::_gui_input_event (Mouse Buttons)
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SUBCASE("[Viewport][GuiInputEvent] Mouse Button Down/Up.") {
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SUBCASE("[Viewport][GuiInputEvent] Mouse Button Control Focus Change.") {
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SUBCASE("[Viewport][GuiInputEvent] Grab Focus while no Control has focus.") {
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CHECK_FALSE(root->gui_get_focus_owner());
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// Click on A
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SEND_GUI_MOUSE_BUTTON_EVENT(on_a, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
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CHECK(node_a->has_focus());
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SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_a, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
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}
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SUBCASE("[Viewport][GuiInputEvent] Grab Focus from other Control.") {
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node_a->grab_focus();
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CHECK(node_a->has_focus());
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// Click on D
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SEND_GUI_MOUSE_BUTTON_EVENT(on_d, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
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CHECK(node_d->has_focus());
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SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_d, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
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}
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SUBCASE("[Viewport][GuiInputEvent] Non-CanvasItem breaks Transform hierarchy.") {
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CHECK_FALSE(root->gui_get_focus_owner());
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// Click on G absolute coordinates
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SEND_GUI_MOUSE_BUTTON_EVENT(Point2i(15, 105), MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
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CHECK(node_g->has_focus());
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SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(Point2i(15, 105), MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
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}
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SUBCASE("[Viewport][GuiInputEvent] No Focus change when clicking in background.") {
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CHECK_FALSE(root->gui_get_focus_owner());
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SEND_GUI_MOUSE_BUTTON_EVENT(on_background, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
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CHECK_FALSE(root->gui_get_focus_owner());
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SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_background, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
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node_a->grab_focus();
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CHECK(node_a->has_focus());
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SEND_GUI_MOUSE_BUTTON_EVENT(on_background, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
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SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_background, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
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CHECK(node_a->has_focus());
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}
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SUBCASE("[Viewport][GuiInputEvent] Mouse Button No Focus Steal while other Mouse Button is pressed.") {
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CHECK_FALSE(root->gui_get_focus_owner());
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SEND_GUI_MOUSE_BUTTON_EVENT(on_a, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
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CHECK(node_a->has_focus());
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SEND_GUI_MOUSE_BUTTON_EVENT(on_b, MouseButton::RIGHT, (int)MouseButtonMask::LEFT | (int)MouseButtonMask::RIGHT, Key::NONE);
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CHECK(node_a->has_focus());
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SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_b, MouseButton::RIGHT, MouseButtonMask::LEFT, Key::NONE);
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SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_b, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
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CHECK(node_a->has_focus());
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}
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SUBCASE("[Viewport][GuiInputEvent] Allow Focus Steal with LMB while other Mouse Button is held down and was initially pressed without being over a Control.") {
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// TODO: Not sure, if this is intended behavior, but this is an edge case.
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CHECK_FALSE(root->gui_get_focus_owner());
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SEND_GUI_MOUSE_BUTTON_EVENT(on_background, MouseButton::RIGHT, MouseButtonMask::RIGHT, Key::NONE);
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CHECK_FALSE(root->gui_get_focus_owner());
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SEND_GUI_MOUSE_BUTTON_EVENT(on_a, MouseButton::LEFT, (int)MouseButtonMask::LEFT | (int)MouseButtonMask::RIGHT, Key::NONE);
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CHECK(node_a->has_focus());
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SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_a, MouseButton::LEFT, MouseButtonMask::RIGHT, Key::NONE);
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CHECK(node_a->has_focus());
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SEND_GUI_MOUSE_BUTTON_EVENT(on_b, MouseButton::LEFT, (int)MouseButtonMask::LEFT | (int)MouseButtonMask::RIGHT, Key::NONE);
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CHECK(node_b->has_focus());
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SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_d, MouseButton::LEFT, MouseButtonMask::RIGHT, Key::NONE);
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SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_d, MouseButton::RIGHT, MouseButtonMask::NONE, Key::NONE);
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CHECK(node_b->has_focus());
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}
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SUBCASE("[Viewport][GuiInputEvent] Ignore Focus from Mouse Buttons when mouse-filter is set to ignore.") {
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node_d->grab_focus();
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node_d->set_mouse_filter(Control::MOUSE_FILTER_IGNORE);
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CHECK(node_d->has_focus());
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// Click on overlapping area B&D.
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SEND_GUI_MOUSE_BUTTON_EVENT(on_d, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
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CHECK(node_b->has_focus());
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SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_d, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
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}
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SUBCASE("[Viewport][GuiInputEvent] RMB doesn't grab focus.") {
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node_a->grab_focus();
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CHECK(node_a->has_focus());
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SEND_GUI_MOUSE_BUTTON_EVENT(on_d, MouseButton::RIGHT, MouseButtonMask::RIGHT, Key::NONE);
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SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_d, MouseButton::RIGHT, MouseButtonMask::NONE, Key::NONE);
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CHECK(node_a->has_focus());
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}
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SUBCASE("[Viewport][GuiInputEvent] LMB on unfocusable Control doesn't grab focus.") {
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CHECK_FALSE(node_g->has_focus());
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node_g->set_focus_mode(Control::FOCUS_NONE);
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SEND_GUI_MOUSE_BUTTON_EVENT(on_g, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
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SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_g, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
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CHECK_FALSE(node_g->has_focus());
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// Now verify the opposite with FOCUS_CLICK
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node_g->set_focus_mode(Control::FOCUS_CLICK);
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SEND_GUI_MOUSE_BUTTON_EVENT(on_g, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
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SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_g, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
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CHECK(node_g->has_focus());
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node_g->set_focus_mode(Control::FOCUS_CLICK);
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}
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SUBCASE("[Viewport][GuiInputEvent] Signal 'gui_focus_changed' is only emitted if a previously unfocused Control grabs focus.") {
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SIGNAL_WATCH(root, SNAME("gui_focus_changed"));
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Array node_array;
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node_array.push_back(node_a);
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Array signal_args;
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signal_args.push_back(node_array);
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SEND_GUI_MOUSE_BUTTON_EVENT(on_a, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
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SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_a, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
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SIGNAL_CHECK(SNAME("gui_focus_changed"), signal_args);
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SEND_GUI_MOUSE_BUTTON_EVENT(on_a, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
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SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_a, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
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CHECK(node_a->has_focus());
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SIGNAL_CHECK_FALSE(SNAME("gui_focus_changed"));
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SIGNAL_UNWATCH(root, SNAME("gui_focus_changed"));
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}
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SUBCASE("[Viewport][GuiInputEvent] Focus Propagation to parent items.") {
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SUBCASE("[Viewport][GuiInputEvent] Unfocusable Control with MOUSE_FILTER_PASS propagates focus to parent CanvasItem.") {
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node_d->set_focus_mode(Control::FOCUS_NONE);
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node_d->set_mouse_filter(Control::MOUSE_FILTER_PASS);
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SEND_GUI_MOUSE_BUTTON_EVENT(on_d + Point2i(20, 20), MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
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CHECK(node_b->has_focus());
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SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_d + Point2i(20, 20), MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
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// Verify break condition for Root Control.
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node_a->set_focus_mode(Control::FOCUS_NONE);
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node_a->set_mouse_filter(Control::MOUSE_FILTER_PASS);
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SEND_GUI_MOUSE_BUTTON_EVENT(on_a, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
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SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_a, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
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CHECK(node_b->has_focus());
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}
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SUBCASE("[Viewport][GuiInputEvent] Top Level CanvasItem stops focus propagation.") {
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node_d->set_focus_mode(Control::FOCUS_NONE);
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node_d->set_mouse_filter(Control::MOUSE_FILTER_PASS);
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node_c->set_as_top_level(true);
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SEND_GUI_MOUSE_BUTTON_EVENT(on_b, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
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SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_b, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
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CHECK_FALSE(root->gui_get_focus_owner());
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node_d->set_focus_mode(Control::FOCUS_CLICK);
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SEND_GUI_MOUSE_BUTTON_EVENT(on_b, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
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SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_b, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
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CHECK(node_d->has_focus());
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}
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}
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}
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SUBCASE("[Viewport][GuiInputEvent] Process-Mode affects, if GUI Mouse Button Events are processed.") {
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node_a->last_mouse_button = MouseButton::NONE;
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node_a->set_process_mode(Node::PROCESS_MODE_DISABLED);
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SEND_GUI_MOUSE_BUTTON_EVENT(on_a, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
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|
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
|