diff --git a/tests/scene/test_control.h b/tests/scene/test_control.h index 557c5b232cf..540a4f49313 100644 --- a/tests/scene/test_control.h +++ b/tests/scene/test_control.h @@ -31,6 +31,7 @@ #ifndef TEST_CONTROL_H #define TEST_CONTROL_H +#include "scene/2d/node_2d.h" #include "scene/gui/control.h" #include "tests/test_macros.h" @@ -66,7 +67,7 @@ TEST_CASE("[SceneTree][Control] Focus") { SceneTree::get_singleton()->get_root()->add_child(ctrl); SUBCASE("[SceneTree][Control] Default focus") { - CHECK_FALSE(ctrl->has_focus()); + CHECK_UNARY_FALSE(ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Can't grab focus with default focus mode") { @@ -74,41 +75,828 @@ TEST_CASE("[SceneTree][Control] Focus") { ctrl->grab_focus(); ERR_PRINT_ON - CHECK_FALSE(ctrl->has_focus()); + CHECK_UNARY_FALSE(ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Can grab focus") { ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL); ctrl->grab_focus(); - CHECK(ctrl->has_focus()); + CHECK_UNARY(ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Can release focus") { ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL); ctrl->grab_focus(); - CHECK(ctrl->has_focus()); + CHECK_UNARY(ctrl->has_focus()); ctrl->release_focus(); - CHECK_FALSE(ctrl->has_focus()); + CHECK_UNARY_FALSE(ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Only one can grab focus at the same time") { ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL); ctrl->grab_focus(); - CHECK(ctrl->has_focus()); + CHECK_UNARY(ctrl->has_focus()); Control *other_ctrl = memnew(Control); SceneTree::get_singleton()->get_root()->add_child(other_ctrl); other_ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL); other_ctrl->grab_focus(); - CHECK(other_ctrl->has_focus()); - CHECK_FALSE(ctrl->has_focus()); + CHECK_UNARY(other_ctrl->has_focus()); + CHECK_UNARY_FALSE(ctrl->has_focus()); memdelete(other_ctrl); } + SUBCASE("[SceneTree][Control] Hide control will cause the focus to be released") { + ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL); + ctrl->grab_focus(); + CHECK_UNARY(ctrl->has_focus()); + + ctrl->hide(); + CHECK_UNARY_FALSE(ctrl->has_focus()); + + ctrl->show(); + CHECK_UNARY_FALSE(ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] The parent node is hidden causing the focus to be released") { + Control *child_ctrl = memnew(Control); + ctrl->add_child(child_ctrl); + + child_ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL); + child_ctrl->grab_focus(); + CHECK_UNARY(child_ctrl->has_focus()); + + ctrl->hide(); + CHECK_UNARY_FALSE(child_ctrl->has_focus()); + + ctrl->show(); + CHECK_UNARY_FALSE(child_ctrl->has_focus()); + + memdelete(child_ctrl); + } + + memdelete(ctrl); +} + +TEST_CASE("[SceneTree][Control] Find next/prev valid focus") { + Control *ctrl = memnew(Control); + SceneTree::get_singleton()->get_root()->add_child(ctrl); + + SUBCASE("[SceneTree][Control] In FOCUS_CLICK mode") { + ctrl->set_focus_mode(Control::FocusMode::FOCUS_CLICK); + ctrl->grab_focus(); + REQUIRE_UNARY(ctrl->has_focus()); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Has a sibling control but the parent node is not a control") { + Control *other_ctrl = memnew(Control); + SceneTree::get_singleton()->get_root()->add_child(other_ctrl); + + SUBCASE("[SceneTree][Control] Has a sibling control with FOCUS_ALL") { + other_ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL); + REQUIRE_EQ(other_ctrl->get_focus_mode(), Control::FocusMode::FOCUS_ALL); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Manually specify focus next") { + ctrl->set_focus_next(ctrl->get_path_to(other_ctrl)); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY_FALSE(ctrl->has_focus()); + CHECK_UNARY(other_ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Manually specified focus next is hidden") { + other_ctrl->hide(); + REQUIRE_UNARY_FALSE(other_ctrl->is_visible()); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + } + } + + SUBCASE("[SceneTree][Control] Manually specify focus prev") { + ctrl->set_focus_previous(ctrl->get_path_to(other_ctrl)); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY_FALSE(ctrl->has_focus()); + CHECK_UNARY(other_ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Manually specified focus next is hidden") { + other_ctrl->hide(); + REQUIRE_UNARY_FALSE(other_ctrl->is_visible()); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + } + } + } + + SUBCASE("[SceneTree][Control] Has a sibling control with FOCUS_CLICK") { + other_ctrl->set_focus_mode(Control::FocusMode::FOCUS_CLICK); + REQUIRE_EQ(other_ctrl->get_focus_mode(), Control::FocusMode::FOCUS_CLICK); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Manually specify focus next") { + ctrl->set_focus_next(ctrl->get_path_to(other_ctrl)); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY_FALSE(ctrl->has_focus()); + CHECK_UNARY(other_ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + } + + SUBCASE("[SceneTree][Control] Manually specify focus prev") { + ctrl->set_focus_previous(ctrl->get_path_to(other_ctrl)); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY_FALSE(ctrl->has_focus()); + CHECK_UNARY(other_ctrl->has_focus()); + } + } + } + + SUBCASE("[SceneTree][Control] Has a sibling control with FOCUS_NONE") { + other_ctrl->set_focus_mode(Control::FocusMode::FOCUS_NONE); + REQUIRE_EQ(other_ctrl->get_focus_mode(), Control::FocusMode::FOCUS_NONE); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Manually specify focus next") { + ctrl->set_focus_next(ctrl->get_path_to(other_ctrl)); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + } + + SUBCASE("[SceneTree][Control] Manually specify focus prev") { + ctrl->set_focus_previous(ctrl->get_path_to(other_ctrl)); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + } + } + + memdelete(other_ctrl); + } + } + + SUBCASE("[SceneTree][Control] In FOCUS_ALL mode") { + ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL); + REQUIRE_EQ(ctrl->get_focus_mode(), Control::FocusMode::FOCUS_ALL); + + ctrl->grab_focus(); + REQUIRE_UNARY(ctrl->has_focus()); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Has a sibling control but the parent node is not a control") { + Control *other_ctrl = memnew(Control); + SceneTree::get_singleton()->get_root()->add_child(other_ctrl); + + SUBCASE("[SceneTree][Control] Has a sibling control with FOCUS_ALL") { + other_ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL); + REQUIRE_EQ(other_ctrl->get_focus_mode(), Control::FocusMode::FOCUS_ALL); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Manually specify focus next") { + ctrl->set_focus_next(ctrl->get_path_to(other_ctrl)); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY_FALSE(ctrl->has_focus()); + CHECK_UNARY(other_ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Manually specified focus next is hidden") { + other_ctrl->hide(); + REQUIRE_UNARY_FALSE(other_ctrl->is_visible()); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + } + } + + SUBCASE("[SceneTree][Control] Manually specify focus prev") { + ctrl->set_focus_previous(ctrl->get_path_to(other_ctrl)); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY_FALSE(ctrl->has_focus()); + CHECK_UNARY(other_ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Manually specified focus next is hidden") { + other_ctrl->hide(); + REQUIRE_UNARY_FALSE(other_ctrl->is_visible()); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + } + } + } + + SUBCASE("[SceneTree][Control] Has a sibling control with FOCUS_CLICK") { + other_ctrl->set_focus_mode(Control::FocusMode::FOCUS_CLICK); + REQUIRE_EQ(other_ctrl->get_focus_mode(), Control::FocusMode::FOCUS_CLICK); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Manually specify focus next") { + ctrl->set_focus_next(ctrl->get_path_to(other_ctrl)); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY_FALSE(ctrl->has_focus()); + CHECK_UNARY(other_ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + } + + SUBCASE("[SceneTree][Control] Manually specify focus prev") { + ctrl->set_focus_previous(ctrl->get_path_to(other_ctrl)); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY_FALSE(ctrl->has_focus()); + CHECK_UNARY(other_ctrl->has_focus()); + } + } + } + + SUBCASE("[SceneTree][Control] Has a sibling control with FOCUS_NONE") { + other_ctrl->set_focus_mode(Control::FocusMode::FOCUS_NONE); + REQUIRE_EQ(other_ctrl->get_focus_mode(), Control::FocusMode::FOCUS_NONE); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Manually specify focus next") { + ctrl->set_focus_next(ctrl->get_path_to(other_ctrl)); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + } + + SUBCASE("[SceneTree][Control] Manually specify focus prev") { + ctrl->set_focus_previous(ctrl->get_path_to(other_ctrl)); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl->has_focus()); + CHECK_UNARY_FALSE(other_ctrl->has_focus()); + } + } + } + + memdelete(other_ctrl); + } + + SUBCASE("[SceneTree][Control] Simple control tree") { + Control *ctrl_0 = memnew(Control); + Control *ctrl_1 = memnew(Control); + Node2D *node_2d_2 = memnew(Node2D); + + ctrl->add_child(ctrl_0); + ctrl->add_child(ctrl_1); + ctrl->add_child(node_2d_2); + + ctrl_0->set_focus_mode(Control::FocusMode::FOCUS_ALL); + ctrl_1->set_focus_mode(Control::FocusMode::FOCUS_ALL); + REQUIRE_EQ(ctrl_0->get_focus_mode(), Control::FocusMode::FOCUS_ALL); + REQUIRE_EQ(ctrl_1->get_focus_mode(), Control::FocusMode::FOCUS_ALL); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl_0->has_focus()); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl_1->has_focus()); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl->has_focus()); + } + } + } + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl_1->has_focus()); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl_0->has_focus()); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl->has_focus()); + } + } + } + + SUBCASE("[SceneTree][Control] Skip next hidden control") { + ctrl_0->hide(); + REQUIRE_UNARY_FALSE(ctrl_0->is_visible()); + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY_FALSE(ctrl_0->has_focus()); + CHECK_UNARY(ctrl_1->has_focus()); + } + + SUBCASE("[SceneTree][Control] Skip next control with FOCUS_NONE") { + ctrl_0->set_focus_mode(Control::FocusMode::FOCUS_NONE); + REQUIRE_EQ(ctrl_0->get_focus_mode(), Control::FocusMode::FOCUS_NONE); + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY_FALSE(ctrl_0->has_focus()); + CHECK_UNARY(ctrl_1->has_focus()); + } + + SUBCASE("[SceneTree][Control] Skip next control with FOCUS_CLICK") { + ctrl_0->set_focus_mode(Control::FocusMode::FOCUS_CLICK); + REQUIRE_EQ(ctrl_0->get_focus_mode(), Control::FocusMode::FOCUS_CLICK); + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY_FALSE(ctrl_0->has_focus()); + CHECK_UNARY(ctrl_1->has_focus()); + } + + SUBCASE("[SceneTree][Control] Skip next top level control") { + ctrl_0->set_as_top_level(true); + REQUIRE_UNARY(ctrl_0->is_set_as_top_level()); + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY_FALSE(ctrl_0->has_focus()); + CHECK_UNARY(ctrl_1->has_focus()); + } + + SUBCASE("[SceneTree][Control] Skip prev hidden control") { + ctrl_1->hide(); + REQUIRE_UNARY_FALSE(ctrl_1->is_visible()); + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY_FALSE(ctrl_1->has_focus()); + CHECK_UNARY(ctrl_0->has_focus()); + } + + SUBCASE("[SceneTree][Control] Skip prev control with FOCUS_NONE") { + ctrl_1->set_focus_mode(Control::FocusMode::FOCUS_NONE); + REQUIRE_EQ(ctrl_1->get_focus_mode(), Control::FocusMode::FOCUS_NONE); + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY_FALSE(ctrl_1->has_focus()); + CHECK_UNARY(ctrl_0->has_focus()); + } + + SUBCASE("[SceneTree][Control] Skip prev control with FOCUS_CLICK") { + ctrl_1->set_focus_mode(Control::FocusMode::FOCUS_CLICK); + REQUIRE_EQ(ctrl_1->get_focus_mode(), Control::FocusMode::FOCUS_CLICK); + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY_FALSE(ctrl_1->has_focus()); + CHECK_UNARY(ctrl_0->has_focus()); + } + + SUBCASE("[SceneTree][Control] Skip prev top level control") { + ctrl_1->set_as_top_level(true); + REQUIRE_UNARY(ctrl_1->is_set_as_top_level()); + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY_FALSE(ctrl_1->has_focus()); + CHECK_UNARY(ctrl_0->has_focus()); + } + + SUBCASE("[SceneTree][Control] Add more node controls") { + Control *ctrl_0_0 = memnew(Control); + Control *ctrl_0_1 = memnew(Control); + Control *ctrl_0_2 = memnew(Control); + ctrl_0->add_child(ctrl_0_0); + ctrl_0->add_child(ctrl_0_1); + ctrl_0->add_child(ctrl_0_2); + ctrl_0_0->set_focus_mode(Control::FocusMode::FOCUS_ALL); + ctrl_0_1->set_focus_mode(Control::FocusMode::FOCUS_ALL); + ctrl_0_2->set_focus_mode(Control::FocusMode::FOCUS_ALL); + + Control *ctrl_1_0 = memnew(Control); + Control *ctrl_1_1 = memnew(Control); + Control *ctrl_1_2 = memnew(Control); + ctrl_1->add_child(ctrl_1_0); + ctrl_1->add_child(ctrl_1_1); + ctrl_1->add_child(ctrl_1_2); + ctrl_1_0->set_focus_mode(Control::FocusMode::FOCUS_ALL); + ctrl_1_1->set_focus_mode(Control::FocusMode::FOCUS_ALL); + ctrl_1_2->set_focus_mode(Control::FocusMode::FOCUS_ALL); + + Control *ctrl_2_0 = memnew(Control); + Control *ctrl_2_1 = memnew(Control); + Control *ctrl_2_2 = memnew(Control); + node_2d_2->add_child(ctrl_2_0); + node_2d_2->add_child(ctrl_2_1); + node_2d_2->add_child(ctrl_2_2); + ctrl_2_0->set_focus_mode(Control::FocusMode::FOCUS_ALL); + ctrl_2_1->set_focus_mode(Control::FocusMode::FOCUS_ALL); + ctrl_2_2->set_focus_mode(Control::FocusMode::FOCUS_ALL); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl_0->has_focus()); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl_0_0->has_focus()); + } + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl->has_focus()); + } + } + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl_1_2->has_focus()); + } + + SUBCASE("[SceneTree][Control] Exist top level tree") { + ctrl_0->set_as_top_level(true); + REQUIRE_UNARY(ctrl_0->is_set_as_top_level()); + + SUBCASE("[SceneTree][Control] Outside top level tree") { + ctrl->grab_focus(); + REQUIRE_UNARY(ctrl->has_focus()); + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl_1->has_focus()); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl->has_focus()); + } + } + } + + SUBCASE("[SceneTree][Control] Inside top level tree") { + ctrl_0->grab_focus(); + REQUIRE_UNARY(ctrl_0->has_focus()); + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl_0_0->has_focus()); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl_0->has_focus()); + } + } + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl_0_2->has_focus()); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl_0->has_focus()); + } + } + } + + SUBCASE("[SceneTree][Control] Manually specified focus next") { + ctrl->set_focus_next(ctrl->get_path_to(ctrl_2_1)); + ctrl_2_1->set_focus_next(ctrl_2_1->get_path_to(ctrl_1_0)); + ctrl_1_0->set_focus_next(ctrl_1_0->get_path_to(ctrl_0)); + ctrl_0->set_focus_next(ctrl_0->get_path_to(ctrl)); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl_2_1->has_focus()); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl_1_0->has_focus()); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl_0->has_focus()); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl_0_2->has_focus()); + } + } + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl_1->has_focus()); + } + } + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl_2_1->has_focus()); + } + } + + SUBCASE("[SceneTree][Control] The parent node is not visible") { + node_2d_2->hide(); + REQUIRE_UNARY(ctrl_2_1->is_visible()); + REQUIRE_UNARY_FALSE(ctrl_2_1->is_visible_in_tree()); + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY_FALSE(ctrl->has_focus()); + CHECK_UNARY_FALSE(ctrl_2_1->has_focus()); + CHECK_UNARY_FALSE(ctrl_0->has_focus()); + CHECK_UNARY(ctrl_1->has_focus()); + } + } + } + + SUBCASE("[SceneTree][Control] Manually specified focus prev") { + ctrl->set_focus_previous(ctrl->get_path_to(ctrl_0_2)); + ctrl_0_2->set_focus_previous(ctrl_0_2->get_path_to(ctrl_1_1)); + ctrl_1_1->set_focus_previous(ctrl_1_1->get_path_to(ctrl_2_0)); + ctrl_2_0->set_focus_previous(ctrl_2_0->get_path_to(ctrl)); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl_0_2->has_focus()); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl_1_1->has_focus()); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl_2_0->has_focus()); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl->has_focus()); + } + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl_2_0->has_focus()); + } + } + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl_1_2->has_focus()); + } + } + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl_0->has_focus()); + } + } + + SUBCASE("[SceneTree][Control] The parent node is not visible") { + ctrl_0->hide(); + REQUIRE_UNARY(ctrl_0_2->is_visible()); + REQUIRE_UNARY_FALSE(ctrl_0_2->is_visible_in_tree()); + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY_FALSE(ctrl->has_focus()); + CHECK_UNARY_FALSE(ctrl_0_2->has_focus()); + CHECK_UNARY(ctrl_1_2->has_focus()); + } + } + } + } + + SUBCASE("[SceneTree][Control] Exist hidden control tree") { + ctrl_0->hide(); + REQUIRE_UNARY_FALSE(ctrl_0->is_visible()); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { + SEND_GUI_ACTION("ui_focus_next"); + CHECK_UNARY(ctrl_1->has_focus()); + + SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { + SEND_GUI_ACTION("ui_focus_prev"); + CHECK_UNARY(ctrl->has_focus()); + } + } + } + + memdelete(ctrl_2_2); + memdelete(ctrl_2_1); + memdelete(ctrl_2_0); + memdelete(ctrl_1_2); + memdelete(ctrl_1_1); + memdelete(ctrl_1_0); + memdelete(ctrl_0_2); + memdelete(ctrl_0_1); + memdelete(ctrl_0_0); + } + + memdelete(node_2d_2); + memdelete(ctrl_1); + memdelete(ctrl_0); + } + } + memdelete(ctrl); }