Users can navigate focus between controls using `ui_focus_next` or `ui_focus_prev actions`. Add unit tests for these behaviors.
906 lines
31 KiB
C++
906 lines
31 KiB
C++
/**************************************************************************/
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/* test_control.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef TEST_CONTROL_H
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#define TEST_CONTROL_H
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#include "scene/2d/node_2d.h"
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#include "scene/gui/control.h"
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#include "tests/test_macros.h"
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namespace TestControl {
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TEST_CASE("[SceneTree][Control]") {
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SUBCASE("[Control][Global Transform] Global Transform should be accessible while not in SceneTree.") { // GH-79453
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Control *test_node = memnew(Control);
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Control *test_child = memnew(Control);
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test_node->add_child(test_child);
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test_node->set_global_position(Point2(1, 1));
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CHECK_EQ(test_node->get_global_position(), Point2(1, 1));
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CHECK_EQ(test_child->get_global_position(), Point2(1, 1));
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test_node->set_global_position(Point2(2, 2));
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CHECK_EQ(test_node->get_global_position(), Point2(2, 2));
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test_node->set_scale(Vector2(4, 4));
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CHECK_EQ(test_node->get_global_transform(), Transform2D(0, Size2(4, 4), 0, Vector2(2, 2)));
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test_node->set_scale(Vector2(1, 1));
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test_node->set_rotation_degrees(90);
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CHECK_EQ(test_node->get_global_transform(), Transform2D(Math_PI / 2, Vector2(2, 2)));
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test_node->set_pivot_offset(Vector2(1, 0));
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CHECK_EQ(test_node->get_global_transform(), Transform2D(Math_PI / 2, Vector2(3, 1)));
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memdelete(test_child);
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memdelete(test_node);
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}
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}
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TEST_CASE("[SceneTree][Control] Focus") {
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Control *ctrl = memnew(Control);
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SceneTree::get_singleton()->get_root()->add_child(ctrl);
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SUBCASE("[SceneTree][Control] Default focus") {
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CHECK_UNARY_FALSE(ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Can't grab focus with default focus mode") {
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ERR_PRINT_OFF
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ctrl->grab_focus();
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ERR_PRINT_ON
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CHECK_UNARY_FALSE(ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Can grab focus") {
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ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL);
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ctrl->grab_focus();
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CHECK_UNARY(ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Can release focus") {
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ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL);
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ctrl->grab_focus();
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CHECK_UNARY(ctrl->has_focus());
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ctrl->release_focus();
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CHECK_UNARY_FALSE(ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Only one can grab focus at the same time") {
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ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL);
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ctrl->grab_focus();
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CHECK_UNARY(ctrl->has_focus());
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Control *other_ctrl = memnew(Control);
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SceneTree::get_singleton()->get_root()->add_child(other_ctrl);
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other_ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL);
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other_ctrl->grab_focus();
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CHECK_UNARY(other_ctrl->has_focus());
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CHECK_UNARY_FALSE(ctrl->has_focus());
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memdelete(other_ctrl);
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}
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SUBCASE("[SceneTree][Control] Hide control will cause the focus to be released") {
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ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL);
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ctrl->grab_focus();
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CHECK_UNARY(ctrl->has_focus());
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ctrl->hide();
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CHECK_UNARY_FALSE(ctrl->has_focus());
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ctrl->show();
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CHECK_UNARY_FALSE(ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] The parent node is hidden causing the focus to be released") {
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Control *child_ctrl = memnew(Control);
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ctrl->add_child(child_ctrl);
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child_ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL);
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child_ctrl->grab_focus();
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CHECK_UNARY(child_ctrl->has_focus());
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ctrl->hide();
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CHECK_UNARY_FALSE(child_ctrl->has_focus());
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ctrl->show();
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CHECK_UNARY_FALSE(child_ctrl->has_focus());
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memdelete(child_ctrl);
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}
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memdelete(ctrl);
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}
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TEST_CASE("[SceneTree][Control] Find next/prev valid focus") {
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Control *ctrl = memnew(Control);
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SceneTree::get_singleton()->get_root()->add_child(ctrl);
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SUBCASE("[SceneTree][Control] In FOCUS_CLICK mode") {
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ctrl->set_focus_mode(Control::FocusMode::FOCUS_CLICK);
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ctrl->grab_focus();
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REQUIRE_UNARY(ctrl->has_focus());
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SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") {
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SEND_GUI_ACTION("ui_focus_next");
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CHECK_UNARY(ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") {
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SEND_GUI_ACTION("ui_focus_prev");
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CHECK_UNARY(ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Has a sibling control but the parent node is not a control") {
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Control *other_ctrl = memnew(Control);
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SceneTree::get_singleton()->get_root()->add_child(other_ctrl);
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SUBCASE("[SceneTree][Control] Has a sibling control with FOCUS_ALL") {
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other_ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL);
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REQUIRE_EQ(other_ctrl->get_focus_mode(), Control::FocusMode::FOCUS_ALL);
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SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") {
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SEND_GUI_ACTION("ui_focus_next");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") {
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SEND_GUI_ACTION("ui_focus_prev");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Manually specify focus next") {
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ctrl->set_focus_next(ctrl->get_path_to(other_ctrl));
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SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") {
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SEND_GUI_ACTION("ui_focus_next");
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CHECK_UNARY_FALSE(ctrl->has_focus());
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CHECK_UNARY(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") {
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SEND_GUI_ACTION("ui_focus_prev");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Manually specified focus next is hidden") {
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other_ctrl->hide();
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REQUIRE_UNARY_FALSE(other_ctrl->is_visible());
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SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") {
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SEND_GUI_ACTION("ui_focus_next");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") {
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SEND_GUI_ACTION("ui_focus_prev");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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}
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}
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SUBCASE("[SceneTree][Control] Manually specify focus prev") {
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ctrl->set_focus_previous(ctrl->get_path_to(other_ctrl));
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SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") {
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SEND_GUI_ACTION("ui_focus_next");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") {
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SEND_GUI_ACTION("ui_focus_prev");
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CHECK_UNARY_FALSE(ctrl->has_focus());
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CHECK_UNARY(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Manually specified focus next is hidden") {
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other_ctrl->hide();
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REQUIRE_UNARY_FALSE(other_ctrl->is_visible());
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SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") {
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SEND_GUI_ACTION("ui_focus_next");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") {
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SEND_GUI_ACTION("ui_focus_prev");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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}
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}
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}
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SUBCASE("[SceneTree][Control] Has a sibling control with FOCUS_CLICK") {
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other_ctrl->set_focus_mode(Control::FocusMode::FOCUS_CLICK);
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REQUIRE_EQ(other_ctrl->get_focus_mode(), Control::FocusMode::FOCUS_CLICK);
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SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") {
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SEND_GUI_ACTION("ui_focus_next");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") {
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SEND_GUI_ACTION("ui_focus_prev");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Manually specify focus next") {
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ctrl->set_focus_next(ctrl->get_path_to(other_ctrl));
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SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") {
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SEND_GUI_ACTION("ui_focus_next");
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CHECK_UNARY_FALSE(ctrl->has_focus());
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CHECK_UNARY(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") {
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SEND_GUI_ACTION("ui_focus_prev");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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}
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SUBCASE("[SceneTree][Control] Manually specify focus prev") {
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ctrl->set_focus_previous(ctrl->get_path_to(other_ctrl));
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SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") {
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SEND_GUI_ACTION("ui_focus_next");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") {
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SEND_GUI_ACTION("ui_focus_prev");
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CHECK_UNARY_FALSE(ctrl->has_focus());
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CHECK_UNARY(other_ctrl->has_focus());
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}
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}
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}
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SUBCASE("[SceneTree][Control] Has a sibling control with FOCUS_NONE") {
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other_ctrl->set_focus_mode(Control::FocusMode::FOCUS_NONE);
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REQUIRE_EQ(other_ctrl->get_focus_mode(), Control::FocusMode::FOCUS_NONE);
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SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") {
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SEND_GUI_ACTION("ui_focus_next");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") {
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SEND_GUI_ACTION("ui_focus_prev");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Manually specify focus next") {
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ctrl->set_focus_next(ctrl->get_path_to(other_ctrl));
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SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") {
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SEND_GUI_ACTION("ui_focus_next");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") {
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SEND_GUI_ACTION("ui_focus_prev");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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}
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SUBCASE("[SceneTree][Control] Manually specify focus prev") {
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ctrl->set_focus_previous(ctrl->get_path_to(other_ctrl));
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SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") {
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SEND_GUI_ACTION("ui_focus_next");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") {
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SEND_GUI_ACTION("ui_focus_prev");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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}
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}
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memdelete(other_ctrl);
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}
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}
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SUBCASE("[SceneTree][Control] In FOCUS_ALL mode") {
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ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL);
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REQUIRE_EQ(ctrl->get_focus_mode(), Control::FocusMode::FOCUS_ALL);
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ctrl->grab_focus();
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REQUIRE_UNARY(ctrl->has_focus());
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SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") {
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SEND_GUI_ACTION("ui_focus_next");
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CHECK_UNARY(ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") {
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SEND_GUI_ACTION("ui_focus_prev");
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CHECK_UNARY(ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Has a sibling control but the parent node is not a control") {
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Control *other_ctrl = memnew(Control);
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SceneTree::get_singleton()->get_root()->add_child(other_ctrl);
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SUBCASE("[SceneTree][Control] Has a sibling control with FOCUS_ALL") {
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other_ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL);
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REQUIRE_EQ(other_ctrl->get_focus_mode(), Control::FocusMode::FOCUS_ALL);
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SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") {
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SEND_GUI_ACTION("ui_focus_next");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") {
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SEND_GUI_ACTION("ui_focus_prev");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Manually specify focus next") {
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ctrl->set_focus_next(ctrl->get_path_to(other_ctrl));
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SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") {
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SEND_GUI_ACTION("ui_focus_next");
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CHECK_UNARY_FALSE(ctrl->has_focus());
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CHECK_UNARY(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") {
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SEND_GUI_ACTION("ui_focus_prev");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Manually specified focus next is hidden") {
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other_ctrl->hide();
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REQUIRE_UNARY_FALSE(other_ctrl->is_visible());
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SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") {
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SEND_GUI_ACTION("ui_focus_next");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") {
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SEND_GUI_ACTION("ui_focus_prev");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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}
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}
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SUBCASE("[SceneTree][Control] Manually specify focus prev") {
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ctrl->set_focus_previous(ctrl->get_path_to(other_ctrl));
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SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") {
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SEND_GUI_ACTION("ui_focus_next");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") {
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SEND_GUI_ACTION("ui_focus_prev");
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CHECK_UNARY_FALSE(ctrl->has_focus());
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CHECK_UNARY(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Manually specified focus next is hidden") {
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other_ctrl->hide();
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REQUIRE_UNARY_FALSE(other_ctrl->is_visible());
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SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") {
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SEND_GUI_ACTION("ui_focus_next");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") {
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SEND_GUI_ACTION("ui_focus_prev");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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}
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}
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}
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SUBCASE("[SceneTree][Control] Has a sibling control with FOCUS_CLICK") {
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other_ctrl->set_focus_mode(Control::FocusMode::FOCUS_CLICK);
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REQUIRE_EQ(other_ctrl->get_focus_mode(), Control::FocusMode::FOCUS_CLICK);
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SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") {
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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
|