godot/tests/scene/test_viewport.h

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/**************************************************************************/
/* test_viewport.h */
/**************************************************************************/
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/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
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#ifndef TEST_VIEWPORT_H
#define TEST_VIEWPORT_H
#include "scene/2d/physics/area_2d.h"
#include "scene/2d/physics/collision_shape_2d.h"
#include "scene/gui/control.h"
#include "scene/gui/subviewport_container.h"
#include "scene/main/canvas_layer.h"
#include "scene/main/window.h"
#include "scene/resources/2d/rectangle_shape_2d.h"
#include "tests/test_macros.h"
namespace TestViewport {
class NotificationControlViewport : public Control {
GDCLASS(NotificationControlViewport, Control);
protected:
void _notification(int p_what) {
switch (p_what) {
case NOTIFICATION_MOUSE_ENTER: {
if (mouse_over) {
invalid_order = true;
}
mouse_over = true;
} break;
case NOTIFICATION_MOUSE_EXIT: {
if (!mouse_over) {
invalid_order = true;
}
mouse_over = false;
} break;
case NOTIFICATION_MOUSE_ENTER_SELF: {
if (mouse_over_self) {
invalid_order = true;
}
mouse_over_self = true;
} break;
case NOTIFICATION_MOUSE_EXIT_SELF: {
if (!mouse_over_self) {
invalid_order = true;
}
mouse_over_self = false;
} break;
}
}
public:
bool mouse_over = false;
bool mouse_over_self = false;
bool invalid_order = false;
};
// `NotificationControlViewport`-derived class that additionally
// - allows start Dragging
// - stores mouse information of last event
class DragStart : public NotificationControlViewport {
GDCLASS(DragStart, NotificationControlViewport);
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;
}
}
};
// `NotificationControlViewport`-derived class that acts as a Drag and Drop target.
class DragTarget : public NotificationControlViewport {
GDCLASS(DragTarget, NotificationControlViewport);
protected:
void _notification(int p_what) {
switch (p_what) {
case NOTIFICATION_DRAG_BEGIN: {
during_drag = true;
} break;
case NOTIFICATION_DRAG_END: {
during_drag = false;
} break;
}
}
public:
Variant drag_data;
bool valid_drop = false;
bool during_drag = false;
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;
valid_drop = true;
}
};
TEST_CASE("[SceneTree][Viewport] Controls and InputEvent handling") {
DragStart *node_a = memnew(DragStart);
NotificationControlViewport *node_b = memnew(NotificationControlViewport);
Node2D *node_c = memnew(Node2D);
DragTarget *node_d = memnew(DragTarget);
NotificationControlViewport *node_e = memnew(NotificationControlViewport);
Node *node_f = memnew(Node);
NotificationControlViewport *node_g = memnew(NotificationControlViewport);
NotificationControlViewport *node_h = memnew(NotificationControlViewport);
NotificationControlViewport *node_i = memnew(NotificationControlViewport);
NotificationControlViewport *node_j = memnew(NotificationControlViewport);
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_h->set_name(SNAME("NodeH"));
node_i->set_name(SNAME("NodeI"));
node_j->set_name(SNAME("NodeJ"));
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_h->set_position(Point2i(10, 120));
node_i->set_position(Point2i(2, 0));
node_j->set_position(Point2i(2, 0));
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_h->set_size(Point2i(10, 10));
node_i->set_size(Point2i(10, 10));
node_j->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);
node_h->set_focus_mode(Control::FOCUS_CLICK);
node_i->set_focus_mode(Control::FOCUS_CLICK);
node_j->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)
// - h (Control)
// - i (Control)
// - j (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);
root->add_child(node_h);
node_h->add_child(node_i);
node_i->add_child(node_j);
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_i = Point2i(13, 125);
Point2i on_j = Point2i(15, 125);
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.") {
ERR_PRINT_OFF;
root->push_input(nullptr);
ERR_PRINT_ON;
}
// 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);
CHECK_FALSE(node_a->mouse_over_self);
// Move over Control.
SEND_GUI_MOUSE_MOTION_EVENT(on_a, MouseButtonMask::NONE, Key::NONE);
CHECK(node_a->mouse_over);
CHECK(node_a->mouse_over_self);
// No change.
SEND_GUI_MOUSE_MOTION_EVENT(on_a + Point2i(1, 1), MouseButtonMask::NONE, Key::NONE);
CHECK(node_a->mouse_over);
CHECK(node_a->mouse_over_self);
// Move over other Control.
SEND_GUI_MOUSE_MOTION_EVENT(on_d, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_a->mouse_over);
CHECK_FALSE(node_a->mouse_over_self);
CHECK(node_d->mouse_over);
CHECK(node_d->mouse_over_self);
// Move to background.
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_d->mouse_over);
CHECK_FALSE(node_d->mouse_over_self);
CHECK_FALSE(node_a->invalid_order);
CHECK_FALSE(node_d->invalid_order);
}
SUBCASE("[Viewport][GuiInputEvent] Mouse Enter/Exit notification propagation.") {
node_d->set_mouse_filter(Control::MOUSE_FILTER_PASS);
node_g->set_mouse_filter(Control::MOUSE_FILTER_PASS);
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_b->mouse_over);
CHECK_FALSE(node_b->mouse_over_self);
CHECK_FALSE(node_d->mouse_over);
CHECK_FALSE(node_d->mouse_over_self);
// Move to Control node_d. node_b receives mouse over since it is only separated by a CanvasItem.
SEND_GUI_MOUSE_MOTION_EVENT(on_d, MouseButtonMask::NONE, Key::NONE);
CHECK(node_b->mouse_over);
CHECK_FALSE(node_b->mouse_over_self);
CHECK(node_d->mouse_over);
CHECK(node_d->mouse_over_self);
// Move to background.
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_b->mouse_over);
CHECK_FALSE(node_b->mouse_over_self);
CHECK_FALSE(node_d->mouse_over);
CHECK_FALSE(node_d->mouse_over_self);
CHECK_FALSE(node_e->mouse_over);
CHECK_FALSE(node_e->mouse_over_self);
CHECK_FALSE(node_g->mouse_over);
CHECK_FALSE(node_g->mouse_over_self);
// Move to Control node_g. node_g receives mouse over but node_e does not since it is separated by a non-CanvasItem.
SEND_GUI_MOUSE_MOTION_EVENT(on_g, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_e->mouse_over);
CHECK_FALSE(node_e->mouse_over_self);
CHECK(node_g->mouse_over);
CHECK(node_g->mouse_over_self);
// Move to background.
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_e->mouse_over);
CHECK_FALSE(node_e->mouse_over_self);
CHECK_FALSE(node_g->mouse_over);
CHECK_FALSE(node_g->mouse_over_self);
CHECK_FALSE(node_b->invalid_order);
CHECK_FALSE(node_d->invalid_order);
CHECK_FALSE(node_e->invalid_order);
CHECK_FALSE(node_g->invalid_order);
node_d->set_mouse_filter(Control::MOUSE_FILTER_STOP);
node_g->set_mouse_filter(Control::MOUSE_FILTER_STOP);
}
SUBCASE("[Viewport][GuiInputEvent] Mouse Enter/Exit notification propagation when moving into child.") {
SIGNAL_WATCH(node_i, SceneStringName(mouse_entered));
SIGNAL_WATCH(node_i, SceneStringName(mouse_exited));
Array signal_args;
signal_args.push_back(Array());
node_j->set_mouse_filter(Control::MOUSE_FILTER_PASS);
// Move to background.
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK_FALSE(node_j->mouse_over);
CHECK_FALSE(node_j->mouse_over_self);
// Move to Control node_i.
SEND_GUI_MOUSE_MOTION_EVENT(on_i, MouseButtonMask::NONE, Key::NONE);
CHECK(node_i->mouse_over);
CHECK(node_i->mouse_over_self);
CHECK_FALSE(node_j->mouse_over);
CHECK_FALSE(node_j->mouse_over_self);
SIGNAL_CHECK(SceneStringName(mouse_entered), signal_args);
SIGNAL_CHECK_FALSE(SceneStringName(mouse_exited));
// Move to child Control node_j. node_i should not receive any new Mouse Enter signals.
SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE);
CHECK(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
SIGNAL_CHECK_FALSE(SceneStringName(mouse_entered));
SIGNAL_CHECK_FALSE(SceneStringName(mouse_exited));
// Move to parent Control node_i. node_i should not receive any new Mouse Enter signals.
SEND_GUI_MOUSE_MOTION_EVENT(on_i, MouseButtonMask::NONE, Key::NONE);
CHECK(node_i->mouse_over);
CHECK(node_i->mouse_over_self);
CHECK_FALSE(node_j->mouse_over);
CHECK_FALSE(node_j->mouse_over_self);
SIGNAL_CHECK_FALSE(SceneStringName(mouse_entered));
SIGNAL_CHECK_FALSE(SceneStringName(mouse_exited));
// Move to background.
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK_FALSE(node_j->mouse_over);
CHECK_FALSE(node_j->mouse_over_self);
SIGNAL_CHECK_FALSE(SceneStringName(mouse_entered));
SIGNAL_CHECK(SceneStringName(mouse_exited), signal_args);
CHECK_FALSE(node_i->invalid_order);
CHECK_FALSE(node_j->invalid_order);
node_j->set_mouse_filter(Control::MOUSE_FILTER_STOP);
SIGNAL_UNWATCH(node_i, SceneStringName(mouse_entered));
SIGNAL_UNWATCH(node_i, SceneStringName(mouse_exited));
}
SUBCASE("[Viewport][GuiInputEvent] Mouse Enter/Exit notification propagation with top level.") {
node_c->set_as_top_level(true);
node_i->set_as_top_level(true);
node_c->set_position(node_b->get_global_position());
node_i->set_position(node_h->get_global_position());
node_d->set_mouse_filter(Control::MOUSE_FILTER_PASS);
node_i->set_mouse_filter(Control::MOUSE_FILTER_PASS);
node_j->set_mouse_filter(Control::MOUSE_FILTER_PASS);
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_b->mouse_over);
CHECK_FALSE(node_b->mouse_over_self);
CHECK_FALSE(node_d->mouse_over);
CHECK_FALSE(node_d->mouse_over_self);
// Move to Control node_d. node_b does not receive mouse over since node_c is top level.
SEND_GUI_MOUSE_MOTION_EVENT(on_d, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_b->mouse_over);
CHECK_FALSE(node_b->mouse_over_self);
CHECK(node_d->mouse_over);
CHECK(node_d->mouse_over_self);
// Move to background.
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_b->mouse_over);
CHECK_FALSE(node_b->mouse_over_self);
CHECK_FALSE(node_d->mouse_over);
CHECK_FALSE(node_d->mouse_over_self);
CHECK_FALSE(node_g->mouse_over);
CHECK_FALSE(node_g->mouse_over_self);
CHECK_FALSE(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK_FALSE(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
// Move to Control node_j. node_h does not receive mouse over since node_i is top level.
SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
// Move to background.
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK_FALSE(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK_FALSE(node_j->mouse_over);
CHECK_FALSE(node_j->mouse_over_self);
CHECK_FALSE(node_b->invalid_order);
CHECK_FALSE(node_d->invalid_order);
CHECK_FALSE(node_e->invalid_order);
CHECK_FALSE(node_h->invalid_order);
CHECK_FALSE(node_i->invalid_order);
CHECK_FALSE(node_j->invalid_order);
node_c->set_as_top_level(false);
node_i->set_as_top_level(false);
node_c->set_position(Point2i(0, 0));
node_i->set_position(Point2i(0, 0));
node_d->set_mouse_filter(Control::MOUSE_FILTER_STOP);
node_i->set_mouse_filter(Control::MOUSE_FILTER_STOP);
node_j->set_mouse_filter(Control::MOUSE_FILTER_STOP);
}
SUBCASE("[Viewport][GuiInputEvent] Mouse Enter/Exit notification propagation with mouse filter stop.") {
node_i->set_mouse_filter(Control::MOUSE_FILTER_STOP);
node_j->set_mouse_filter(Control::MOUSE_FILTER_PASS);
// Move to background.
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK_FALSE(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK_FALSE(node_j->mouse_over);
CHECK_FALSE(node_j->mouse_over_self);
// Move to Control node_j. node_h does not receive mouse over since node_i is MOUSE_FILTER_STOP.
SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
// Move to background.
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK_FALSE(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK_FALSE(node_j->mouse_over);
CHECK_FALSE(node_j->mouse_over_self);
CHECK_FALSE(node_h->invalid_order);
CHECK_FALSE(node_i->invalid_order);
CHECK_FALSE(node_j->invalid_order);
node_i->set_mouse_filter(Control::MOUSE_FILTER_STOP);
node_j->set_mouse_filter(Control::MOUSE_FILTER_STOP);
}
SUBCASE("[Viewport][GuiInputEvent] Mouse Enter/Exit notification propagation with mouse filter ignore.") {
node_i->set_mouse_filter(Control::MOUSE_FILTER_IGNORE);
node_j->set_mouse_filter(Control::MOUSE_FILTER_PASS);
// Move to background.
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK_FALSE(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK_FALSE(node_j->mouse_over);
CHECK_FALSE(node_j->mouse_over_self);
// Move to Control node_j. node_i does not receive mouse over since node_i is MOUSE_FILTER_IGNORE.
SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE);
CHECK(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK_FALSE(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
// Move to background.
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK_FALSE(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK_FALSE(node_j->mouse_over);
CHECK_FALSE(node_j->mouse_over_self);
CHECK_FALSE(node_h->invalid_order);
CHECK_FALSE(node_i->invalid_order);
CHECK_FALSE(node_j->invalid_order);
node_i->set_mouse_filter(Control::MOUSE_FILTER_STOP);
node_j->set_mouse_filter(Control::MOUSE_FILTER_STOP);
}
SUBCASE("[Viewport][GuiInputEvent] Mouse Enter/Exit notification when changing top level.") {
SIGNAL_WATCH(node_i, SceneStringName(mouse_entered));
SIGNAL_WATCH(node_i, SceneStringName(mouse_exited));
Array signal_args;
signal_args.push_back(Array());
node_d->set_mouse_filter(Control::MOUSE_FILTER_PASS);
node_i->set_mouse_filter(Control::MOUSE_FILTER_PASS);
node_j->set_mouse_filter(Control::MOUSE_FILTER_PASS);
// Move to Control node_d.
SEND_GUI_MOUSE_MOTION_EVENT(on_d, MouseButtonMask::NONE, Key::NONE);
CHECK(node_b->mouse_over);
CHECK_FALSE(node_b->mouse_over_self);
CHECK(node_d->mouse_over);
CHECK(node_d->mouse_over_self);
// Change node_c to be top level. node_b should receive Mouse Exit.
node_c->set_as_top_level(true);
CHECK_FALSE(node_b->mouse_over);
CHECK_FALSE(node_b->mouse_over_self);
CHECK(node_d->mouse_over);
CHECK(node_d->mouse_over_self);
// Change node_c to be not top level. node_b should receive Mouse Enter.
node_c->set_as_top_level(false);
CHECK(node_b->mouse_over);
CHECK_FALSE(node_b->mouse_over_self);
CHECK(node_d->mouse_over);
CHECK(node_d->mouse_over_self);
// Move to Control node_j.
SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE);
CHECK(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
SIGNAL_CHECK(SceneStringName(mouse_entered), signal_args);
SIGNAL_CHECK_FALSE(SceneStringName(mouse_exited));
// Change node_i to top level. node_h should receive Mouse Exit. node_i should not receive any new signals.
node_i->set_as_top_level(true);
CHECK_FALSE(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
SIGNAL_CHECK_FALSE(SceneStringName(mouse_entered));
SIGNAL_CHECK_FALSE(SceneStringName(mouse_exited));
// Change node_i to not top level. node_h should receive Mouse Enter. node_i should not receive any new signals.
node_i->set_as_top_level(false);
CHECK(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
SIGNAL_CHECK_FALSE(SceneStringName(mouse_entered));
SIGNAL_CHECK_FALSE(SceneStringName(mouse_exited));
CHECK_FALSE(node_b->invalid_order);
CHECK_FALSE(node_d->invalid_order);
CHECK_FALSE(node_e->invalid_order);
CHECK_FALSE(node_h->invalid_order);
CHECK_FALSE(node_i->invalid_order);
CHECK_FALSE(node_j->invalid_order);
node_d->set_mouse_filter(Control::MOUSE_FILTER_STOP);
node_i->set_mouse_filter(Control::MOUSE_FILTER_STOP);
node_j->set_mouse_filter(Control::MOUSE_FILTER_STOP);
SIGNAL_UNWATCH(node_i, SceneStringName(mouse_entered));
SIGNAL_UNWATCH(node_i, SceneStringName(mouse_exited));
}
SUBCASE("[Viewport][GuiInputEvent] Mouse Enter/Exit notification when changing the mouse filter to stop.") {
SIGNAL_WATCH(node_i, SceneStringName(mouse_entered));
SIGNAL_WATCH(node_i, SceneStringName(mouse_exited));
Array signal_args;
signal_args.push_back(Array());
node_i->set_mouse_filter(Control::MOUSE_FILTER_PASS);
node_j->set_mouse_filter(Control::MOUSE_FILTER_PASS);
// Move to Control node_j.
SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE);
CHECK(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
SIGNAL_CHECK(SceneStringName(mouse_entered), signal_args);
SIGNAL_CHECK_FALSE(SceneStringName(mouse_exited));
// Change node_i to MOUSE_FILTER_STOP. node_h should receive Mouse Exit. node_i should not receive any new signals.
node_i->set_mouse_filter(Control::MOUSE_FILTER_STOP);
CHECK_FALSE(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
SIGNAL_CHECK_FALSE(SceneStringName(mouse_entered));
SIGNAL_CHECK_FALSE(SceneStringName(mouse_exited));
// Change node_i to MOUSE_FILTER_PASS. node_h should receive Mouse Enter. node_i should not receive any new signals.
node_i->set_mouse_filter(Control::MOUSE_FILTER_PASS);
CHECK(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
SIGNAL_CHECK_FALSE(SceneStringName(mouse_entered));
SIGNAL_CHECK_FALSE(SceneStringName(mouse_exited));
CHECK_FALSE(node_h->invalid_order);
CHECK_FALSE(node_i->invalid_order);
CHECK_FALSE(node_j->invalid_order);
node_i->set_mouse_filter(Control::MOUSE_FILTER_STOP);
node_j->set_mouse_filter(Control::MOUSE_FILTER_STOP);
SIGNAL_UNWATCH(node_i, SceneStringName(mouse_entered));
SIGNAL_UNWATCH(node_i, SceneStringName(mouse_exited));
}
SUBCASE("[Viewport][GuiInputEvent] Mouse Enter/Exit notification when changing the mouse filter to ignore.") {
SIGNAL_WATCH(node_i, SceneStringName(mouse_entered));
SIGNAL_WATCH(node_i, SceneStringName(mouse_exited));
Array signal_args;
signal_args.push_back(Array());
node_i->set_mouse_filter(Control::MOUSE_FILTER_PASS);
node_j->set_mouse_filter(Control::MOUSE_FILTER_PASS);
// Move to Control node_j.
SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE);
CHECK(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
SIGNAL_CHECK(SceneStringName(mouse_entered), signal_args);
SIGNAL_CHECK_FALSE(SceneStringName(mouse_exited));
// Change node_i to MOUSE_FILTER_IGNORE. node_i should receive Mouse Exit.
node_i->set_mouse_filter(Control::MOUSE_FILTER_IGNORE);
CHECK(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK_FALSE(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
SIGNAL_CHECK_FALSE(SceneStringName(mouse_entered));
SIGNAL_CHECK(SceneStringName(mouse_exited), signal_args);
// Change node_i to MOUSE_FILTER_PASS. node_i should receive Mouse Enter.
node_i->set_mouse_filter(Control::MOUSE_FILTER_PASS);
CHECK(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
SIGNAL_CHECK(SceneStringName(mouse_entered), signal_args);
SIGNAL_CHECK_FALSE(SceneStringName(mouse_exited));
// Change node_j to MOUSE_FILTER_IGNORE. After updating the mouse motion, node_i should now have mouse_over_self.
node_j->set_mouse_filter(Control::MOUSE_FILTER_IGNORE);
SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE);
CHECK(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK(node_i->mouse_over);
CHECK(node_i->mouse_over_self);
CHECK_FALSE(node_j->mouse_over);
CHECK_FALSE(node_j->mouse_over_self);
SIGNAL_CHECK_FALSE(SceneStringName(mouse_entered));
SIGNAL_CHECK_FALSE(SceneStringName(mouse_exited));
// Change node_j to MOUSE_FILTER_PASS. After updating the mouse motion, node_j should now have mouse_over_self.
node_j->set_mouse_filter(Control::MOUSE_FILTER_PASS);
SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE);
CHECK(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
SIGNAL_CHECK_FALSE(SceneStringName(mouse_entered));
SIGNAL_CHECK_FALSE(SceneStringName(mouse_exited));
CHECK_FALSE(node_h->invalid_order);
CHECK_FALSE(node_i->invalid_order);
CHECK_FALSE(node_j->invalid_order);
node_i->set_mouse_filter(Control::MOUSE_FILTER_STOP);
node_j->set_mouse_filter(Control::MOUSE_FILTER_STOP);
SIGNAL_UNWATCH(node_i, SceneStringName(mouse_entered));
SIGNAL_UNWATCH(node_i, SceneStringName(mouse_exited));
}
SUBCASE("[Viewport][GuiInputEvent] Mouse Enter/Exit notification when removing the hovered Control.") {
SIGNAL_WATCH(node_h, SceneStringName(mouse_entered));
SIGNAL_WATCH(node_h, SceneStringName(mouse_exited));
Array signal_args;
signal_args.push_back(Array());
node_i->set_mouse_filter(Control::MOUSE_FILTER_PASS);
node_j->set_mouse_filter(Control::MOUSE_FILTER_PASS);
// Move to Control node_j.
SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE);
CHECK(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
SIGNAL_CHECK(SceneStringName(mouse_entered), signal_args);
SIGNAL_CHECK_FALSE(SceneStringName(mouse_exited));
// Remove node_i from the tree. node_i and node_j should receive Mouse Exit. node_h should not receive any new signals.
node_h->remove_child(node_i);
CHECK(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK_FALSE(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK_FALSE(node_j->mouse_over);
CHECK_FALSE(node_j->mouse_over_self);
SIGNAL_CHECK_FALSE(SceneStringName(mouse_entered));
SIGNAL_CHECK_FALSE(SceneStringName(mouse_exited));
// Add node_i to the tree and update the mouse. node_i and node_j should receive Mouse Enter. node_h should not receive any new signals.
node_h->add_child(node_i);
SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE);
CHECK(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
SIGNAL_CHECK_FALSE(SceneStringName(mouse_entered));
SIGNAL_CHECK_FALSE(SceneStringName(mouse_exited));
CHECK_FALSE(node_h->invalid_order);
CHECK_FALSE(node_i->invalid_order);
CHECK_FALSE(node_j->invalid_order);
node_i->set_mouse_filter(Control::MOUSE_FILTER_STOP);
node_j->set_mouse_filter(Control::MOUSE_FILTER_STOP);
SIGNAL_UNWATCH(node_h, SceneStringName(mouse_entered));
SIGNAL_UNWATCH(node_h, SceneStringName(mouse_exited));
}
SUBCASE("[Viewport][GuiInputEvent] Mouse Enter/Exit notification when hiding the hovered Control.") {
SIGNAL_WATCH(node_h, SceneStringName(mouse_entered));
SIGNAL_WATCH(node_h, SceneStringName(mouse_exited));
Array signal_args;
signal_args.push_back(Array());
node_i->set_mouse_filter(Control::MOUSE_FILTER_PASS);
node_j->set_mouse_filter(Control::MOUSE_FILTER_PASS);
// Move to Control node_j.
SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE);
CHECK(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
SIGNAL_CHECK(SceneStringName(mouse_entered), signal_args);
SIGNAL_CHECK_FALSE(SceneStringName(mouse_exited));
// Hide node_i. node_i and node_j should receive Mouse Exit. node_h should not receive any new signals.
node_i->hide();
CHECK(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK_FALSE(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK_FALSE(node_j->mouse_over);
CHECK_FALSE(node_j->mouse_over_self);
SIGNAL_CHECK_FALSE(SceneStringName(mouse_entered));
SIGNAL_CHECK_FALSE(SceneStringName(mouse_exited));
// Show node_i and update the mouse. node_i and node_j should receive Mouse Enter. node_h should not receive any new signals.
node_i->show();
SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE);
CHECK(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
SIGNAL_CHECK_FALSE(SceneStringName(mouse_entered));
SIGNAL_CHECK_FALSE(SceneStringName(mouse_exited));
CHECK_FALSE(node_h->invalid_order);
CHECK_FALSE(node_i->invalid_order);
CHECK_FALSE(node_j->invalid_order);
node_i->set_mouse_filter(Control::MOUSE_FILTER_STOP);
node_j->set_mouse_filter(Control::MOUSE_FILTER_STOP);
SIGNAL_UNWATCH(node_h, SceneStringName(mouse_entered));
SIGNAL_UNWATCH(node_h, SceneStringName(mouse_exited));
}
SUBCASE("[Viewport][GuiInputEvent] Window Mouse Enter/Exit signals.") {
SIGNAL_WATCH(root, SceneStringName(mouse_entered));
SIGNAL_WATCH(root, SceneStringName(mouse_exited));
Array signal_args;
signal_args.push_back(Array());
SEND_GUI_MOUSE_MOTION_EVENT(on_outside, MouseButtonMask::NONE, Key::NONE);
SIGNAL_CHECK_FALSE(SceneStringName(mouse_entered));
SIGNAL_CHECK(SceneStringName(mouse_exited), signal_args);
SEND_GUI_MOUSE_MOTION_EVENT(on_a, MouseButtonMask::NONE, Key::NONE);
SIGNAL_CHECK(SceneStringName(mouse_entered), signal_args);
SIGNAL_CHECK_FALSE(SceneStringName(mouse_exited));
SIGNAL_UNWATCH(root, SceneStringName(mouse_entered));
SIGNAL_UNWATCH(root, SceneStringName(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.
// Note: Testing Drag and Drop with non-embedded windows would require DisplayServerMock additions.
int min_grab_movement = 11;
SUBCASE("[Viewport][GuiInputEvent][DnD] Drag from one Control to another in the same viewport.") {
SUBCASE("[Viewport][GuiInputEvent][DnD] 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][DnD] 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][DnD] 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);
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][DnD] 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(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][DnD] 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][DnD] 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][DnD] 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);
}
}
SUBCASE("[Viewport][GuiInputEvent][DnD] Drag to a different Viewport.") {
SubViewportContainer *svc = memnew(SubViewportContainer);
svc->set_size(Size2(100, 100));
svc->set_position(Point2(200, 50));
root->add_child(svc);
SubViewport *sv = memnew(SubViewport);
sv->set_embedding_subwindows(true);
sv->set_size(Size2i(100, 100));
svc->add_child(sv);
DragStart *sv_a = memnew(DragStart);
sv_a->set_position(Point2(10, 10));
sv_a->set_size(Size2(10, 10));
sv->add_child(sv_a);
Point2i on_sva = Point2i(215, 65);
DragTarget *sv_b = memnew(DragTarget);
sv_b->set_position(Point2(30, 30));
sv_b->set_size(Size2(20, 20));
sv->add_child(sv_b);
Point2i on_svb = Point2i(235, 85);
Window *ew = memnew(Window);
ew->set_position(Point2(50, 200));
ew->set_size(Size2(100, 100));
root->add_child(ew);
DragStart *ew_a = memnew(DragStart);
ew_a->set_position(Point2(10, 10));
ew_a->set_size(Size2(10, 10));
ew->add_child(ew_a);
Point2i on_ewa = Point2i(65, 215);
DragTarget *ew_b = memnew(DragTarget);
ew_b->set_position(Point2(30, 30));
ew_b->set_size(Size2(20, 20));
ew->add_child(ew_b);
Point2i on_ewb = Point2i(85, 235);
SUBCASE("[Viewport][GuiInputEvent][DnD] Drag to SubViewport") {
sv_b->valid_drop = false;
SEND_GUI_MOUSE_BUTTON_EVENT(on_a, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
SEND_GUI_MOUSE_MOTION_EVENT(on_a + Point2i(min_grab_movement, 0), MouseButtonMask::LEFT, Key::NONE);
CHECK(root->gui_is_dragging());
CHECK(sv_b->during_drag);
SEND_GUI_MOUSE_MOTION_EVENT(on_svb, MouseButtonMask::LEFT, Key::NONE);
CHECK(DS->get_cursor_shape() == DisplayServer::CURSOR_CAN_DROP);
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_svb, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
CHECK(sv_b->valid_drop);
CHECK(!sv_b->during_drag);
}
SUBCASE("[Viewport][GuiInputEvent][DnD] Drag from SubViewport") {
node_d->valid_drop = false;
SEND_GUI_MOUSE_BUTTON_EVENT(on_sva, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
SEND_GUI_MOUSE_MOTION_EVENT(on_sva + Point2i(min_grab_movement, 0), MouseButtonMask::LEFT, Key::NONE);
CHECK(sv->gui_is_dragging());
CHECK(node_d->during_drag);
SEND_GUI_MOUSE_MOTION_EVENT(on_d, MouseButtonMask::LEFT, Key::NONE);
CHECK(DS->get_cursor_shape() == DisplayServer::CURSOR_CAN_DROP);
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_d, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
CHECK(node_d->valid_drop);
CHECK(!node_d->during_drag);
}
SUBCASE("[Viewport][GuiInputEvent][DnD] Drag to embedded Window") {
ew_b->valid_drop = false;
SEND_GUI_MOUSE_BUTTON_EVENT(on_a, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
SEND_GUI_MOUSE_MOTION_EVENT(on_a + Point2i(min_grab_movement, 0), MouseButtonMask::LEFT, Key::NONE);
CHECK(root->gui_is_dragging());
CHECK(ew_b->during_drag);
SEND_GUI_MOUSE_MOTION_EVENT(on_ewb, MouseButtonMask::LEFT, Key::NONE);
CHECK(DS->get_cursor_shape() == DisplayServer::CURSOR_CAN_DROP);
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_ewb, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
CHECK(ew_b->valid_drop);
CHECK(!ew_b->during_drag);
}
SUBCASE("[Viewport][GuiInputEvent][DnD] Drag from embedded Window") {
node_d->valid_drop = false;
SEND_GUI_MOUSE_BUTTON_EVENT(on_ewa, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
SEND_GUI_MOUSE_MOTION_EVENT(on_ewa + Point2i(min_grab_movement, 0), MouseButtonMask::LEFT, Key::NONE);
CHECK(ew->gui_is_dragging());
CHECK(node_d->during_drag);
SEND_GUI_MOUSE_MOTION_EVENT(on_d, MouseButtonMask::LEFT, Key::NONE);
CHECK(DS->get_cursor_shape() == DisplayServer::CURSOR_CAN_DROP);
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_d, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
CHECK(node_d->valid_drop);
CHECK(!node_d->during_drag);
}
memdelete(ew_a);
memdelete(ew_b);
memdelete(ew);
memdelete(sv_a);
memdelete(sv_b);
memdelete(sv);
memdelete(svc);
}
}
memdelete(node_j);
memdelete(node_i);
memdelete(node_h);
memdelete(node_g);
memdelete(node_f);
memdelete(node_e);
memdelete(node_d);
memdelete(node_c);
memdelete(node_b);
memdelete(node_a);
}
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);
}
}
class TestArea2D : public Area2D {
GDCLASS(TestArea2D, Area2D);
void _on_mouse_entered() {
enter_id = ++TestArea2D::counter; // > 0, if activated.
}
void _on_mouse_exited() {
exit_id = ++TestArea2D::counter; // > 0, if activated.
}
void _on_input_event(Node *p_vp, Ref<InputEvent> p_ev, int p_shape) {
last_input_event = p_ev;
}
public:
static int counter;
int enter_id = 0;
int exit_id = 0;
Ref<InputEvent> last_input_event;
void init_signals() {
connect(SceneStringName(mouse_entered), callable_mp(this, &TestArea2D::_on_mouse_entered));
connect(SceneStringName(mouse_exited), callable_mp(this, &TestArea2D::_on_mouse_exited));
connect(SceneStringName(input_event), callable_mp(this, &TestArea2D::_on_input_event));
}
void test_reset() {
enter_id = 0;
exit_id = 0;
last_input_event.unref();
}
};
int TestArea2D::counter = 0;
TEST_CASE("[SceneTree][Viewport] Physics Picking 2D") {
// FIXME: MOUSE_MODE_CAPTURED if-conditions are not testable, because DisplayServerMock doesn't support it.
struct PickingCollider {
TestArea2D *a;
CollisionShape2D *c;
Ref<RectangleShape2D> r;
};
SceneTree *tree = SceneTree::get_singleton();
Window *root = tree->get_root();
root->set_physics_object_picking(true);
Point2i on_background = Point2i(800, 800);
Point2i on_outside = Point2i(-1, -1);
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
tree->physics_process(1);
Vector<PickingCollider> v;
for (int i = 0; i < 4; i++) {
PickingCollider pc;
pc.a = memnew(TestArea2D);
pc.c = memnew(CollisionShape2D);
pc.r = Ref<RectangleShape2D>(memnew(RectangleShape2D));
pc.r->set_size(Size2(150, 150));
pc.c->set_shape(pc.r);
pc.a->add_child(pc.c);
pc.a->set_name("A" + itos(i));
pc.c->set_name("C" + itos(i));
v.push_back(pc);
SIGNAL_WATCH(pc.a, SceneStringName(mouse_entered));
SIGNAL_WATCH(pc.a, SceneStringName(mouse_exited));
}
Node2D *node_a = memnew(Node2D);
node_a->set_position(Point2i(0, 0));
v[0].a->set_position(Point2i(0, 0));
v[1].a->set_position(Point2i(0, 100));
node_a->add_child(v[0].a);
node_a->add_child(v[1].a);
Node2D *node_b = memnew(Node2D);
node_b->set_position(Point2i(100, 0));
v[2].a->set_position(Point2i(0, 0));
v[3].a->set_position(Point2i(0, 100));
node_b->add_child(v[2].a);
node_b->add_child(v[3].a);
root->add_child(node_a);
root->add_child(node_b);
Point2i on_all = Point2i(50, 50);
Point2i on_0 = Point2i(10, 10);
Point2i on_01 = Point2i(10, 50);
Point2i on_02 = Point2i(50, 10);
Array empty_signal_args_2;
empty_signal_args_2.push_back(Array());
empty_signal_args_2.push_back(Array());
Array empty_signal_args_4;
empty_signal_args_4.push_back(Array());
empty_signal_args_4.push_back(Array());
empty_signal_args_4.push_back(Array());
empty_signal_args_4.push_back(Array());
for (PickingCollider E : v) {
E.a->init_signals();
}
SUBCASE("[Viewport][Picking2D] Mouse Motion") {
SEND_GUI_MOUSE_MOTION_EVENT(on_all, MouseButtonMask::NONE, Key::NONE);
tree->physics_process(1);
SIGNAL_CHECK(SceneStringName(mouse_entered), empty_signal_args_4);
SIGNAL_CHECK_FALSE(SceneStringName(mouse_exited));
for (PickingCollider E : v) {
CHECK(E.a->enter_id);
CHECK_FALSE(E.a->exit_id);
E.a->test_reset();
}
SEND_GUI_MOUSE_MOTION_EVENT(on_01, MouseButtonMask::NONE, Key::NONE);
tree->physics_process(1);
SIGNAL_CHECK_FALSE(SceneStringName(mouse_entered));
SIGNAL_CHECK(SceneStringName(mouse_exited), empty_signal_args_2);
for (int i = 0; i < v.size(); i++) {
CHECK_FALSE(v[i].a->enter_id);
if (i < 2) {
CHECK_FALSE(v[i].a->exit_id);
} else {
CHECK(v[i].a->exit_id);
}
v[i].a->test_reset();
}
SEND_GUI_MOUSE_MOTION_EVENT(on_outside, MouseButtonMask::NONE, Key::NONE);
tree->physics_process(1);
SIGNAL_CHECK_FALSE(SceneStringName(mouse_entered));
SIGNAL_CHECK(SceneStringName(mouse_exited), empty_signal_args_2);
for (int i = 0; i < v.size(); i++) {
CHECK_FALSE(v[i].a->enter_id);
if (i < 2) {
CHECK(v[i].a->exit_id);
} else {
CHECK_FALSE(v[i].a->exit_id);
}
v[i].a->test_reset();
}
}
SUBCASE("[Viewport][Picking2D] Object moved / passive hovering") {
SEND_GUI_MOUSE_MOTION_EVENT(on_all, MouseButtonMask::NONE, Key::NONE);
tree->physics_process(1);
for (int i = 0; i < v.size(); i++) {
CHECK(v[i].a->enter_id);
CHECK_FALSE(v[i].a->exit_id);
v[i].a->test_reset();
}
node_b->set_position(Point2i(200, 0));
tree->physics_process(1);
for (int i = 0; i < v.size(); i++) {
CHECK_FALSE(v[i].a->enter_id);
if (i < 2) {
CHECK_FALSE(v[i].a->exit_id);
} else {
CHECK(v[i].a->exit_id);
}
v[i].a->test_reset();
}
node_b->set_position(Point2i(100, 0));
tree->physics_process(1);
for (int i = 0; i < v.size(); i++) {
if (i < 2) {
CHECK_FALSE(v[i].a->enter_id);
} else {
CHECK(v[i].a->enter_id);
}
CHECK_FALSE(v[i].a->exit_id);
v[i].a->test_reset();
}
}
SUBCASE("[Viewport][Picking2D] No Processing") {
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
tree->physics_process(1);
for (PickingCollider E : v) {
E.a->test_reset();
}
v[0].a->set_process_mode(Node::PROCESS_MODE_DISABLED);
v[0].c->set_process_mode(Node::PROCESS_MODE_DISABLED);
SEND_GUI_MOUSE_MOTION_EVENT(on_02, MouseButtonMask::NONE, Key::NONE);
tree->physics_process(1);
CHECK_FALSE(v[0].a->enter_id);
CHECK_FALSE(v[0].a->exit_id);
CHECK(v[2].a->enter_id);
CHECK_FALSE(v[2].a->exit_id);
for (PickingCollider E : v) {
E.a->test_reset();
}
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
tree->physics_process(1);
CHECK_FALSE(v[0].a->enter_id);
CHECK_FALSE(v[0].a->exit_id);
CHECK_FALSE(v[2].a->enter_id);
CHECK(v[2].a->exit_id);
for (PickingCollider E : v) {
E.a->test_reset();
}
v[0].a->set_process_mode(Node::PROCESS_MODE_ALWAYS);
v[0].c->set_process_mode(Node::PROCESS_MODE_ALWAYS);
}
SUBCASE("[Viewport][Picking2D] Multiple events in series") {
SEND_GUI_MOUSE_MOTION_EVENT(on_0, MouseButtonMask::NONE, Key::NONE);
SEND_GUI_MOUSE_MOTION_EVENT(on_0 + Point2i(10, 0), MouseButtonMask::NONE, Key::NONE);
tree->physics_process(1);
for (int i = 0; i < v.size(); i++) {
if (i < 1) {
CHECK(v[i].a->enter_id);
} else {
CHECK_FALSE(v[i].a->enter_id);
}
CHECK_FALSE(v[i].a->exit_id);
v[i].a->test_reset();
}
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
SEND_GUI_MOUSE_MOTION_EVENT(on_background + Point2i(10, 10), MouseButtonMask::NONE, Key::NONE);
tree->physics_process(1);
for (int i = 0; i < v.size(); i++) {
CHECK_FALSE(v[i].a->enter_id);
if (i < 1) {
CHECK(v[i].a->exit_id);
} else {
CHECK_FALSE(v[i].a->exit_id);
}
v[i].a->test_reset();
}
}
SUBCASE("[Viewport][Picking2D] Disable Picking") {
SEND_GUI_MOUSE_MOTION_EVENT(on_02, MouseButtonMask::NONE, Key::NONE);
root->set_physics_object_picking(false);
CHECK_FALSE(root->get_physics_object_picking());
tree->physics_process(1);
for (int i = 0; i < v.size(); i++) {
CHECK_FALSE(v[i].a->enter_id);
v[i].a->test_reset();
}
root->set_physics_object_picking(true);
CHECK(root->get_physics_object_picking());
}
SUBCASE("[Viewport][Picking2D] CollisionObject in CanvasLayer") {
CanvasLayer *node_c = memnew(CanvasLayer);
node_c->set_rotation(Math_PI);
node_c->set_offset(Point2i(100, 100));
root->add_child(node_c);
v[2].a->reparent(node_c, false);
v[3].a->reparent(node_c, false);
SEND_GUI_MOUSE_MOTION_EVENT(on_02, MouseButtonMask::NONE, Key::NONE);
tree->physics_process(1);
for (int i = 0; i < v.size(); i++) {
if (i == 0 || i == 3) {
CHECK(v[i].a->enter_id);
} else {
CHECK_FALSE(v[i].a->enter_id);
}
v[i].a->test_reset();
}
v[2].a->reparent(node_b, false);
v[3].a->reparent(node_b, false);
root->remove_child(node_c);
memdelete(node_c);
}
SUBCASE("[Viewport][Picking2D] Picking Sort") {
root->set_physics_object_picking_sort(true);
CHECK(root->get_physics_object_picking_sort());
SUBCASE("[Viewport][Picking2D] Picking Sort Z-Index") {
node_a->set_z_index(10);
v[0].a->set_z_index(0);
v[1].a->set_z_index(2);
node_b->set_z_index(5);
v[2].a->set_z_index(8);
v[3].a->set_z_index(11);
v[3].a->set_z_as_relative(false);
TestArea2D::counter = 0;
SEND_GUI_MOUSE_MOTION_EVENT(on_all, MouseButtonMask::NONE, Key::NONE);
tree->physics_process(1);
CHECK(v[0].a->enter_id == 4);
CHECK(v[1].a->enter_id == 2);
CHECK(v[2].a->enter_id == 1);
CHECK(v[3].a->enter_id == 3);
for (int i = 0; i < v.size(); i++) {
CHECK_FALSE(v[i].a->exit_id);
v[i].a->test_reset();
}
TestArea2D::counter = 0;
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
tree->physics_process(1);
CHECK(v[0].a->exit_id == 4);
CHECK(v[1].a->exit_id == 2);
CHECK(v[2].a->exit_id == 1);
CHECK(v[3].a->exit_id == 3);
for (int i = 0; i < v.size(); i++) {
CHECK_FALSE(v[i].a->enter_id);
v[i].a->set_z_as_relative(true);
v[i].a->set_z_index(0);
v[i].a->test_reset();
}
node_a->set_z_index(0);
node_b->set_z_index(0);
}
SUBCASE("[Viewport][Picking2D] Picking Sort Scene Tree Location") {
TestArea2D::counter = 0;
SEND_GUI_MOUSE_MOTION_EVENT(on_all, MouseButtonMask::NONE, Key::NONE);
tree->physics_process(1);
for (int i = 0; i < v.size(); i++) {
CHECK(v[i].a->enter_id == 4 - i);
CHECK_FALSE(v[i].a->exit_id);
v[i].a->test_reset();
}
TestArea2D::counter = 0;
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
tree->physics_process(1);
for (int i = 0; i < v.size(); i++) {
CHECK_FALSE(v[i].a->enter_id);
CHECK(v[i].a->exit_id == 4 - i);
v[i].a->test_reset();
}
}
root->set_physics_object_picking_sort(false);
CHECK_FALSE(root->get_physics_object_picking_sort());
}
SUBCASE("[Viewport][Picking2D] Mouse Button") {
SEND_GUI_MOUSE_BUTTON_EVENT(on_0, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
tree->physics_process(1);
for (int i = 0; i < v.size(); i++) {
if (i == 0) {
CHECK(v[i].a->enter_id);
} else {
CHECK_FALSE(v[i].a->enter_id);
}
CHECK_FALSE(v[i].a->exit_id);
v[i].a->test_reset();
}
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_0, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
tree->physics_process(1);
for (int i = 0; i < v.size(); i++) {
CHECK_FALSE(v[i].a->enter_id);
CHECK_FALSE(v[i].a->exit_id);
v[i].a->test_reset();
}
}
SUBCASE("[Viewport][Picking2D] Screen Touch") {
SEND_GUI_TOUCH_EVENT(on_01, true, false);
tree->physics_process(1);
for (int i = 0; i < v.size(); i++) {
if (i < 2) {
Ref<InputEventScreenTouch> st = v[i].a->last_input_event;
CHECK(st.is_valid());
} else {
CHECK(v[i].a->last_input_event.is_null());
}
v[i].a->test_reset();
}
}
for (PickingCollider E : v) {
SIGNAL_UNWATCH(E.a, SceneStringName(mouse_entered));
SIGNAL_UNWATCH(E.a, SceneStringName(mouse_exited));
memdelete(E.c);
memdelete(E.a);
}
}
TEST_CASE("[SceneTree][Viewport] Embedded Windows") {
Window *root = SceneTree::get_singleton()->get_root();
Window *w = memnew(Window);
SUBCASE("[Viewport] Safe-rect of embedded Window") {
root->add_child(w);
root->subwindow_set_popup_safe_rect(w, Rect2i(10, 10, 10, 10));
CHECK_EQ(root->subwindow_get_popup_safe_rect(w), Rect2i(10, 10, 10, 10));
root->remove_child(w);
CHECK_EQ(root->subwindow_get_popup_safe_rect(w), Rect2i());
}
memdelete(w);
}
} // namespace TestViewport
#endif // TEST_VIEWPORT_H