Files
godot/tests/scene/test_control.h
风青山 343b37dfc1 Add unit tests for control focus navigation
Users can navigate focus between controls using `ui_focus_next` or
`ui_focus_prev actions`. Add unit tests for these behaviors.
2025-01-29 20:51:02 +08:00

906 lines
31 KiB
C++

/**************************************************************************/
/* test_control.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
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/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/**************************************************************************/
#ifndef TEST_CONTROL_H
#define TEST_CONTROL_H
#include "scene/2d/node_2d.h"
#include "scene/gui/control.h"
#include "tests/test_macros.h"
namespace TestControl {
TEST_CASE("[SceneTree][Control]") {
SUBCASE("[Control][Global Transform] Global Transform should be accessible while not in SceneTree.") { // GH-79453
Control *test_node = memnew(Control);
Control *test_child = memnew(Control);
test_node->add_child(test_child);
test_node->set_global_position(Point2(1, 1));
CHECK_EQ(test_node->get_global_position(), Point2(1, 1));
CHECK_EQ(test_child->get_global_position(), Point2(1, 1));
test_node->set_global_position(Point2(2, 2));
CHECK_EQ(test_node->get_global_position(), Point2(2, 2));
test_node->set_scale(Vector2(4, 4));
CHECK_EQ(test_node->get_global_transform(), Transform2D(0, Size2(4, 4), 0, Vector2(2, 2)));
test_node->set_scale(Vector2(1, 1));
test_node->set_rotation_degrees(90);
CHECK_EQ(test_node->get_global_transform(), Transform2D(Math_PI / 2, Vector2(2, 2)));
test_node->set_pivot_offset(Vector2(1, 0));
CHECK_EQ(test_node->get_global_transform(), Transform2D(Math_PI / 2, Vector2(3, 1)));
memdelete(test_child);
memdelete(test_node);
}
}
TEST_CASE("[SceneTree][Control] Focus") {
Control *ctrl = memnew(Control);
SceneTree::get_singleton()->get_root()->add_child(ctrl);
SUBCASE("[SceneTree][Control] Default focus") {
CHECK_UNARY_FALSE(ctrl->has_focus());
}
SUBCASE("[SceneTree][Control] Can't grab focus with default focus mode") {
ERR_PRINT_OFF
ctrl->grab_focus();
ERR_PRINT_ON
CHECK_UNARY_FALSE(ctrl->has_focus());
}
SUBCASE("[SceneTree][Control] Can grab focus") {
ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL);
ctrl->grab_focus();
CHECK_UNARY(ctrl->has_focus());
}
SUBCASE("[SceneTree][Control] Can release focus") {
ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL);
ctrl->grab_focus();
CHECK_UNARY(ctrl->has_focus());
ctrl->release_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_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_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);
}
} // namespace TestControl
#endif // TEST_CONTROL_H