Add Unit Tests for Viewport InputEvent handling

This commit is contained in:
Markus Sauermann 2023-02-09 11:29:46 +01:00
parent b12bf7ff02
commit ce6c290528
5 changed files with 741 additions and 5 deletions

View file

@ -42,6 +42,7 @@ private:
friend class DisplayServer;
Point2i mouse_position = Point2i(-1, -1); // Outside of Window.
CursorShape cursor_shape = CursorShape::CURSOR_ARROW;
bool window_over = false;
Callable event_callback;
Callable input_event_callback;
@ -103,6 +104,7 @@ public:
bool has_feature(Feature p_feature) const override {
switch (p_feature) {
case FEATURE_MOUSE:
case FEATURE_CURSOR_SHAPE:
return true;
default: {
}
@ -115,12 +117,24 @@ public:
// You can simulate DisplayServer-events by calling this function.
// The events will be deliverd to Godot's Input-system.
// Mouse-events (Button & Motion) will additionally update the DisplayServer's mouse position.
// For Mouse motion events, the `relative`-property is set based on the distance to the previous mouse position.
void simulate_event(Ref<InputEvent> p_event) {
Ref<InputEvent> event = p_event;
Ref<InputEventMouse> me = p_event;
if (me.is_valid()) {
Ref<InputEventMouseMotion> mm = p_event;
if (mm.is_valid()) {
mm->set_relative(mm->get_position() - mouse_position);
event = mm;
}
_set_mouse_position(me->get_position());
}
Input::get_singleton()->parse_input_event(p_event);
Input::get_singleton()->parse_input_event(event);
}
// Returns the current cursor shape.
CursorShape get_cursor_shape() {
return cursor_shape;
}
virtual Point2i mouse_get_position() const override { return mouse_position; }
@ -129,6 +143,10 @@ public:
return Size2i(1920, 1080);
}
virtual void cursor_set_shape(CursorShape p_shape) override {
cursor_shape = p_shape;
}
virtual void window_set_window_event_callback(const Callable &p_callable, WindowID p_window = MAIN_WINDOW_ID) override {
event_callback = p_callable;
}

View file

@ -1134,7 +1134,6 @@ TEST_CASE("[SceneTree][TextEdit] text entry") {
SUBCASE("[TextEdit] text drag") {
TextEdit *target_text_edit = memnew(TextEdit);
SceneTree::get_singleton()->get_root()->add_child(target_text_edit);
text_edit->get_viewport()->set_embedding_subwindows(true); // Bypass display server for drop handling.
target_text_edit->set_size(Size2(200, 200));
target_text_edit->set_position(Point2(400, 0));
@ -3083,8 +3082,6 @@ TEST_CASE("[SceneTree][TextEdit] context menu") {
TextEdit *text_edit = memnew(TextEdit);
SceneTree::get_singleton()->get_root()->add_child(text_edit);
text_edit->get_viewport()->set_embedding_subwindows(true); // Bypass display server for drop handling.
text_edit->set_size(Size2(800, 200));
text_edit->set_line(0, "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec vasius mattis leo, sed porta ex lacinia bibendum. Nunc bibendum pellentesque.");
MessageQueue::get_singleton()->flush();

718
tests/scene/test_viewport.h Normal file
View file

@ -0,0 +1,718 @@
/**************************************************************************/
/* test_viewport.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. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* 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 */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef TEST_VIEWPORT_H
#define TEST_VIEWPORT_H
#include "scene/2d/node_2d.h"
#include "scene/gui/control.h"
#include "scene/main/window.h"
#include "tests/test_macros.h"
namespace TestViewport {
class NotificationControl : public Control {
GDCLASS(NotificationControl, Control);
protected:
void _notification(int p_what) {
switch (p_what) {
case NOTIFICATION_MOUSE_ENTER: {
mouse_over = true;
} break;
case NOTIFICATION_MOUSE_EXIT: {
mouse_over = false;
} break;
}
}
public:
bool mouse_over = false;
};
// `NotificationControl`-derived class that additionally
// - allows start Dragging
// - stores mouse information of last event
class DragStart : public NotificationControl {
GDCLASS(DragStart, NotificationControl);
public:
MouseButton last_mouse_button;
Point2i last_mouse_move_position;
StringName drag_data_name = SNAME("Drag Data");
virtual Variant get_drag_data(const Point2 &p_point) override {
return drag_data_name;
}
virtual void gui_input(const Ref<InputEvent> &p_event) override {
Ref<InputEventMouseButton> mb = p_event;
if (mb.is_valid()) {
last_mouse_button = mb->get_button_index();
return;
}
Ref<InputEventMouseMotion> mm = p_event;
if (mm.is_valid()) {
last_mouse_move_position = mm->get_position();
return;
}
}
};
// `NotificationControl`-derived class that acts as a Drag and Drop target.
class DragTarget : public NotificationControl {
GDCLASS(DragTarget, NotificationControl);
public:
Variant drag_data;
virtual bool can_drop_data(const Point2 &p_point, const Variant &p_data) const override {
StringName string_data = p_data;
// Verify drag data is compatible.
if (string_data != SNAME("Drag Data")) {
return false;
}
// Only the left half is droppable area.
if (p_point.x * 2 > get_size().x) {
return false;
}
return true;
}
virtual void drop_data(const Point2 &p_point, const Variant &p_data) override {
drag_data = p_data;
}
};
TEST_CASE("[SceneTree][Viewport] Controls and InputEvent handling") {
DragStart *node_a = memnew(DragStart);
Control *node_b = memnew(Control);
Node2D *node_c = memnew(Node2D);
DragTarget *node_d = memnew(DragTarget);
Control *node_e = memnew(Control);
Node *node_f = memnew(Node);
Control *node_g = memnew(Control);
node_a->set_name(SNAME("NodeA"));
node_b->set_name(SNAME("NodeB"));
node_c->set_name(SNAME("NodeC"));
node_d->set_name(SNAME("NodeD"));
node_e->set_name(SNAME("NodeE"));
node_f->set_name(SNAME("NodeF"));
node_g->set_name(SNAME("NodeG"));
node_a->set_position(Point2i(0, 0));
node_b->set_position(Point2i(10, 10));
node_c->set_position(Point2i(0, 0));
node_d->set_position(Point2i(10, 10));
node_e->set_position(Point2i(10, 100));
node_g->set_position(Point2i(10, 100));
node_a->set_size(Point2i(30, 30));
node_b->set_size(Point2i(30, 30));
node_d->set_size(Point2i(30, 30));
node_e->set_size(Point2i(10, 10));
node_g->set_size(Point2i(10, 10));
node_a->set_focus_mode(Control::FOCUS_CLICK);
node_b->set_focus_mode(Control::FOCUS_CLICK);
node_d->set_focus_mode(Control::FOCUS_CLICK);
node_e->set_focus_mode(Control::FOCUS_CLICK);
node_g->set_focus_mode(Control::FOCUS_CLICK);
Window *root = SceneTree::get_singleton()->get_root();
DisplayServerMock *DS = (DisplayServerMock *)(DisplayServer::get_singleton());
// Scene tree:
// - root
// - a (Control)
// - b (Control)
// - c (Node2D)
// - d (Control)
// - e (Control)
// - f (Node)
// - g (Control)
root->add_child(node_a);
root->add_child(node_b);
node_b->add_child(node_c);
node_c->add_child(node_d);
root->add_child(node_e);
node_e->add_child(node_f);
node_f->add_child(node_g);
Point2i on_a = Point2i(5, 5);
Point2i on_b = Point2i(15, 15);
Point2i on_d = Point2i(25, 25);
Point2i on_e = Point2i(15, 105);
Point2i on_g = Point2i(15, 105);
Point2i on_background = Point2i(500, 500);
Point2i on_outside = Point2i(-1, -1);
// Unit tests for Viewport::gui_find_control and Viewport::_gui_find_control_at_pos
SUBCASE("[VIEWPORT][GuiFindControl] Finding Controls at a Viewport-position") {
// FIXME: It is extremely difficult to create a situation where the Control has a zero determinant.
// Leaving that if-branch untested.
SUBCASE("[VIEWPORT][GuiFindControl] Basic position tests") {
CHECK(root->gui_find_control(on_a) == node_a);
CHECK(root->gui_find_control(on_b) == node_b);
CHECK(root->gui_find_control(on_d) == node_d);
CHECK(root->gui_find_control(on_e) == node_g); // Node F makes G a Root Control at the same position as E
CHECK(root->gui_find_control(on_g) == node_g);
CHECK_FALSE(root->gui_find_control(on_background));
}
SUBCASE("[VIEWPORT][GuiFindControl] Invisible nodes are not considered as results.") {
// Non-Root Control
node_d->hide();
CHECK(root->gui_find_control(on_d) == node_b);
// Root Control
node_b->hide();
CHECK(root->gui_find_control(on_b) == node_a);
}
SUBCASE("[VIEWPORT][GuiFindControl] Root Control with CanvasItem as parent is affected by parent's transform.") {
node_b->remove_child(node_c);
node_c->set_position(Point2i(50, 50));
root->add_child(node_c);
CHECK(root->gui_find_control(Point2i(65, 65)) == node_d);
}
SUBCASE("[VIEWPORT][GuiFindControl] Control Contents Clipping clips accessible position of children.") {
CHECK_FALSE(node_b->is_clipping_contents());
CHECK(root->gui_find_control(on_d + Point2i(20, 20)) == node_d);
node_b->set_clip_contents(true);
CHECK(root->gui_find_control(on_d) == node_d);
CHECK_FALSE(root->gui_find_control(on_d + Point2i(20, 20)));
}
SUBCASE("[VIEWPORT][GuiFindControl] Top Level Control as descendant of CanvasItem isn't affected by parent's transform.") {
CHECK(root->gui_find_control(on_d + Point2i(20, 20)) == node_d);
node_d->set_as_top_level(true);
CHECK_FALSE(root->gui_find_control(on_d + Point2i(20, 20)));
CHECK(root->gui_find_control(on_b) == node_d);
}
}
SUBCASE("[Viewport][GuiInputEvent] nullptr as argument doesn't lead to a crash.") {
CHECK_NOTHROW(root->push_input(nullptr));
}
// Unit tests for Viewport::_gui_input_event (Mouse Buttons)
SUBCASE("[Viewport][GuiInputEvent] Mouse Button Down/Up.") {
SUBCASE("[Viewport][GuiInputEvent] Mouse Button Control Focus Change.") {
SUBCASE("[Viewport][GuiInputEvent] Grab Focus while no Control has focus.") {
CHECK_FALSE(root->gui_get_focus_owner());
// Click on A
SEND_GUI_MOUSE_BUTTON_EVENT(on_a, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
CHECK(node_a->has_focus());
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_a, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
}
SUBCASE("[Viewport][GuiInputEvent] Grab Focus from other Control.") {
node_a->grab_focus();
CHECK(node_a->has_focus());
// Click on D
SEND_GUI_MOUSE_BUTTON_EVENT(on_d, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
CHECK(node_d->has_focus());
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_d, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
}
SUBCASE("[Viewport][GuiInputEvent] Non-CanvasItem breaks Transform hierarchy.") {
CHECK_FALSE(root->gui_get_focus_owner());
// Click on G absolute coordinates
SEND_GUI_MOUSE_BUTTON_EVENT(Point2i(15, 105), MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
CHECK(node_g->has_focus());
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(Point2i(15, 105), MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
}
SUBCASE("[Viewport][GuiInputEvent] No Focus change when clicking in background.") {
CHECK_FALSE(root->gui_get_focus_owner());
SEND_GUI_MOUSE_BUTTON_EVENT(on_background, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
CHECK_FALSE(root->gui_get_focus_owner());
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_background, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
node_a->grab_focus();
CHECK(node_a->has_focus());
SEND_GUI_MOUSE_BUTTON_EVENT(on_background, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_background, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
CHECK(node_a->has_focus());
}
SUBCASE("[Viewport][GuiInputEvent] Mouse Button No Focus Steal while other Mouse Button is pressed.") {
CHECK_FALSE(root->gui_get_focus_owner());
SEND_GUI_MOUSE_BUTTON_EVENT(on_a, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
CHECK(node_a->has_focus());
SEND_GUI_MOUSE_BUTTON_EVENT(on_b, MouseButton::RIGHT, (int)MouseButtonMask::LEFT | (int)MouseButtonMask::RIGHT, Key::NONE);
CHECK(node_a->has_focus());
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_b, MouseButton::RIGHT, MouseButtonMask::LEFT, Key::NONE);
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_b, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
CHECK(node_a->has_focus());
}
SUBCASE("[Viewport][GuiInputEvent] Allow Focus Steal with LMB while other Mouse Button is held down and was initially pressed without being over a Control.") {
// TODO: Not sure, if this is intended behavior, but this is an edge case.
CHECK_FALSE(root->gui_get_focus_owner());
SEND_GUI_MOUSE_BUTTON_EVENT(on_background, MouseButton::RIGHT, MouseButtonMask::RIGHT, Key::NONE);
CHECK_FALSE(root->gui_get_focus_owner());
SEND_GUI_MOUSE_BUTTON_EVENT(on_a, MouseButton::LEFT, (int)MouseButtonMask::LEFT | (int)MouseButtonMask::RIGHT, Key::NONE);
CHECK(node_a->has_focus());
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_a, MouseButton::LEFT, MouseButtonMask::RIGHT, Key::NONE);
CHECK(node_a->has_focus());
SEND_GUI_MOUSE_BUTTON_EVENT(on_b, MouseButton::LEFT, (int)MouseButtonMask::LEFT | (int)MouseButtonMask::RIGHT, Key::NONE);
CHECK(node_b->has_focus());
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_d, MouseButton::LEFT, MouseButtonMask::RIGHT, Key::NONE);
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_d, MouseButton::RIGHT, MouseButtonMask::NONE, Key::NONE);
CHECK(node_b->has_focus());
}
SUBCASE("[Viewport][GuiInputEvent] Ignore Focus from Mouse Buttons when mouse-filter is set to ignore.") {
node_d->grab_focus();
node_d->set_mouse_filter(Control::MOUSE_FILTER_IGNORE);
CHECK(node_d->has_focus());
// Click on overlapping area B&D.
SEND_GUI_MOUSE_BUTTON_EVENT(on_d, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
CHECK(node_b->has_focus());
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_d, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
}
SUBCASE("[Viewport][GuiInputEvent] RMB doesn't grab focus.") {
node_a->grab_focus();
CHECK(node_a->has_focus());
SEND_GUI_MOUSE_BUTTON_EVENT(on_d, MouseButton::RIGHT, MouseButtonMask::RIGHT, Key::NONE);
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_d, MouseButton::RIGHT, MouseButtonMask::NONE, Key::NONE);
CHECK(node_a->has_focus());
}
SUBCASE("[Viewport][GuiInputEvent] LMB on unfocusable Control doesn't grab focus.") {
CHECK_FALSE(node_g->has_focus());
node_g->set_focus_mode(Control::FOCUS_NONE);
SEND_GUI_MOUSE_BUTTON_EVENT(on_g, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_g, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_g->has_focus());
// Now verify the opposite with FOCUS_CLICK
node_g->set_focus_mode(Control::FOCUS_CLICK);
SEND_GUI_MOUSE_BUTTON_EVENT(on_g, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_g, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
CHECK(node_g->has_focus());
node_g->set_focus_mode(Control::FOCUS_CLICK);
}
SUBCASE("[Viewport][GuiInputEvent] Signal 'gui_focus_changed' is only emitted if a previously unfocused Control grabs focus.") {
SIGNAL_WATCH(root, SNAME("gui_focus_changed"));
Array node_array;
node_array.push_back(node_a);
Array signal_args;
signal_args.push_back(node_array);
SEND_GUI_MOUSE_BUTTON_EVENT(on_a, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_a, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
SIGNAL_CHECK(SNAME("gui_focus_changed"), signal_args);
SEND_GUI_MOUSE_BUTTON_EVENT(on_a, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_a, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
CHECK(node_a->has_focus());
SIGNAL_CHECK_FALSE(SNAME("gui_focus_changed"));
SIGNAL_UNWATCH(root, SNAME("gui_focus_changed"));
}
SUBCASE("[Viewport][GuiInputEvent] Focus Propagation to parent items.") {
SUBCASE("[Viewport][GuiInputEvent] Unfocusable Control with MOUSE_FILTER_PASS propagates focus to parent CanvasItem.") {
node_d->set_focus_mode(Control::FOCUS_NONE);
node_d->set_mouse_filter(Control::MOUSE_FILTER_PASS);
SEND_GUI_MOUSE_BUTTON_EVENT(on_d + Point2i(20, 20), MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
CHECK(node_b->has_focus());
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_d + Point2i(20, 20), MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
// Verify break condition for Root Control.
node_a->set_focus_mode(Control::FOCUS_NONE);
node_a->set_mouse_filter(Control::MOUSE_FILTER_PASS);
SEND_GUI_MOUSE_BUTTON_EVENT(on_a, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_a, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
CHECK(node_b->has_focus());
}
SUBCASE("[Viewport][GuiInputEvent] Top Level CanvasItem stops focus propagation.") {
node_d->set_focus_mode(Control::FOCUS_NONE);
node_d->set_mouse_filter(Control::MOUSE_FILTER_PASS);
node_c->set_as_top_level(true);
SEND_GUI_MOUSE_BUTTON_EVENT(on_b, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_b, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(root->gui_get_focus_owner());
node_d->set_focus_mode(Control::FOCUS_CLICK);
SEND_GUI_MOUSE_BUTTON_EVENT(on_b, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_b, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
CHECK(node_d->has_focus());
}
}
}
SUBCASE("[Viewport][GuiInputEvent] Process-Mode affects, if GUI Mouse Button Events are processed.") {
node_a->last_mouse_button = MouseButton::NONE;
node_a->set_process_mode(Node::PROCESS_MODE_DISABLED);
SEND_GUI_MOUSE_BUTTON_EVENT(on_a, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_a, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
CHECK(node_a->last_mouse_button == MouseButton::NONE);
// Now verify that with allowed processing the event is processed.
node_a->set_process_mode(Node::PROCESS_MODE_ALWAYS);
SEND_GUI_MOUSE_BUTTON_EVENT(on_a, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_a, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
CHECK(node_a->last_mouse_button == MouseButton::LEFT);
}
}
// Unit tests for Viewport::_gui_input_event (Mouse Motion)
SUBCASE("[Viewport][GuiInputEvent] Mouse Motion") {
// FIXME: Tooltips are not yet tested. They likely require an internal clock.
SUBCASE("[Viewport][GuiInputEvent] Mouse Motion changes the Control, that it is over.") {
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_a->mouse_over);
// Move over Control.
SEND_GUI_MOUSE_MOTION_EVENT(on_a, MouseButtonMask::NONE, Key::NONE);
CHECK(node_a->mouse_over);
// No change.
SEND_GUI_MOUSE_MOTION_EVENT(on_a + Point2i(1, 1), MouseButtonMask::NONE, Key::NONE);
CHECK(node_a->mouse_over);
// Move over other Control.
SEND_GUI_MOUSE_MOTION_EVENT(on_d, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_a->mouse_over);
CHECK(node_d->mouse_over);
// Move to background
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_d->mouse_over);
}
SUBCASE("[Viewport][GuiInputEvent] Window Mouse Enter/Exit signals.") {
SIGNAL_WATCH(root, SNAME("mouse_entered"));
SIGNAL_WATCH(root, SNAME("mouse_exited"));
Array signal_args;
signal_args.push_back(Array());
SEND_GUI_MOUSE_MOTION_EVENT(on_outside, MouseButtonMask::NONE, Key::NONE);
SIGNAL_CHECK_FALSE(SNAME("mouse_entered"));
SIGNAL_CHECK(SNAME("mouse_exited"), signal_args);
SEND_GUI_MOUSE_MOTION_EVENT(on_a, MouseButtonMask::NONE, Key::NONE);
SIGNAL_CHECK(SNAME("mouse_entered"), signal_args);
SIGNAL_CHECK_FALSE(SNAME("mouse_exited"));
SIGNAL_UNWATCH(root, SNAME("mouse_entered"));
SIGNAL_UNWATCH(root, SNAME("mouse_exited"));
}
SUBCASE("[Viewport][GuiInputEvent] Process-Mode affects, if GUI Mouse Motion Events are processed.") {
node_a->last_mouse_move_position = on_outside;
node_a->set_process_mode(Node::PROCESS_MODE_DISABLED);
SEND_GUI_MOUSE_MOTION_EVENT(on_a, MouseButtonMask::NONE, Key::NONE);
CHECK(node_a->last_mouse_move_position == on_outside);
// Now verify that with allowed processing the event is processed.
node_a->set_process_mode(Node::PROCESS_MODE_ALWAYS);
SEND_GUI_MOUSE_MOTION_EVENT(on_a, MouseButtonMask::NONE, Key::NONE);
CHECK(node_a->last_mouse_move_position == on_a);
}
}
// Unit tests for Viewport::_gui_input_event (Drag and Drop)
SUBCASE("[Viewport][GuiInputEvent] Drag and Drop") {
// FIXME: Drag-Preview will likely change. Tests for this part would have to be rewritten anyway.
// See https://github.com/godotengine/godot/pull/67531#issuecomment-1385353430 for details.
// FIXME: Testing Drag and Drop with non-embedded windows would require DisplayServerMock additions
// FIXME: Drag and Drop currently doesn't work with embedded Windows and SubViewports - not testing.
// See https://github.com/godotengine/godot/issues/28522 for example.
int min_grab_movement = 11;
SUBCASE("[Viewport][GuiInputEvent] Drag from one Control to another in the same viewport.") {
SUBCASE("[Viewport][GuiInputEvent] Perform successful Drag and Drop on a different Control.") {
SEND_GUI_MOUSE_BUTTON_EVENT(on_a, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
CHECK_FALSE(root->gui_is_dragging());
SEND_GUI_MOUSE_MOTION_EVENT(on_a + Point2i(min_grab_movement, 0), MouseButtonMask::LEFT, Key::NONE);
CHECK(root->gui_is_dragging());
// Move above a Control, that is a Drop target and allows dropping at this point.
SEND_GUI_MOUSE_MOTION_EVENT(on_d, MouseButtonMask::LEFT, Key::NONE);
CHECK(DS->get_cursor_shape() == DisplayServer::CURSOR_CAN_DROP);
CHECK(root->gui_is_dragging());
CHECK_FALSE(root->gui_is_drag_successful());
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_d, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(root->gui_is_dragging());
CHECK(root->gui_is_drag_successful());
CHECK((StringName)node_d->drag_data == SNAME("Drag Data"));
}
SUBCASE("[Viewport][GuiInputEvent] Perform unsuccessful drop on Control.") {
SEND_GUI_MOUSE_BUTTON_EVENT(on_a, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
CHECK_FALSE(root->gui_is_dragging());
// Move, but don't trigger DnD yet.
SEND_GUI_MOUSE_MOTION_EVENT(on_a + Point2i(0, min_grab_movement - 1), MouseButtonMask::LEFT, Key::NONE);
CHECK_FALSE(root->gui_is_dragging());
// Move and trigger DnD.
SEND_GUI_MOUSE_MOTION_EVENT(on_a + Point2i(0, min_grab_movement), MouseButtonMask::LEFT, Key::NONE);
CHECK(root->gui_is_dragging());
// Move above a Control, that is not a Drop target.
SEND_GUI_MOUSE_MOTION_EVENT(on_a, MouseButtonMask::LEFT, Key::NONE);
CHECK(DS->get_cursor_shape() == DisplayServer::CURSOR_FORBIDDEN);
// Move above a Control, that is a Drop target, but has disallowed this point.
SEND_GUI_MOUSE_MOTION_EVENT(on_d + Point2i(20, 0), MouseButtonMask::LEFT, Key::NONE);
CHECK(DS->get_cursor_shape() == DisplayServer::CURSOR_FORBIDDEN);
CHECK(root->gui_is_dragging());
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_d + Point2i(20, 0), MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(root->gui_is_dragging());
CHECK_FALSE(root->gui_is_drag_successful());
}
SUBCASE("[Viewport][GuiInputEvent] Perform unsuccessful drop on No-Control.") {
SEND_GUI_MOUSE_BUTTON_EVENT(on_a, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
CHECK_FALSE(root->gui_is_dragging());
// Move, but don't trigger DnD yet.
SEND_GUI_MOUSE_MOTION_EVENT(on_a + Point2i(min_grab_movement - 1, 0), MouseButtonMask::LEFT, Key::NONE);
CHECK_FALSE(root->gui_is_dragging());
// Move and trigger DnD.
SEND_GUI_MOUSE_MOTION_EVENT(on_a + Point2i(min_grab_movement, 0), MouseButtonMask::LEFT, Key::NONE);
CHECK(root->gui_is_dragging());
// Move away from Controls.
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::LEFT, Key::NONE);
CHECK(DS->get_cursor_shape() == DisplayServer::CURSOR_ARROW); // This could also be CURSOR_FORBIDDEN.
CHECK(root->gui_is_dragging());
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_background, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(root->gui_is_dragging());
CHECK_FALSE(root->gui_is_drag_successful());
}
SUBCASE("[Viewport][GuiInputEvent] Perform unsuccessful drop outside of window.") {
SEND_GUI_MOUSE_BUTTON_EVENT(on_a, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
CHECK_FALSE(root->gui_is_dragging());
// Move and trigger DnD.
SEND_GUI_MOUSE_MOTION_EVENT(on_a + Point2i(min_grab_movement, 0), MouseButtonMask::LEFT, Key::NONE);
CHECK(root->gui_is_dragging());
SEND_GUI_MOUSE_MOTION_EVENT(on_d, MouseButtonMask::LEFT, Key::NONE);
CHECK(DS->get_cursor_shape() == DisplayServer::CURSOR_CAN_DROP);
// Move outside of window.
SEND_GUI_MOUSE_MOTION_EVENT(on_outside, MouseButtonMask::LEFT, Key::NONE);
CHECK(DS->get_cursor_shape() == DisplayServer::CURSOR_ARROW);
CHECK(root->gui_is_dragging());
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_outside, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(root->gui_is_dragging());
CHECK_FALSE(root->gui_is_drag_successful());
}
SUBCASE("[Viewport][GuiInputEvent] Drag and Drop doesn't work with other Mouse Buttons than LMB.") {
SEND_GUI_MOUSE_BUTTON_EVENT(on_a, MouseButton::MIDDLE, MouseButtonMask::MIDDLE, Key::NONE);
CHECK_FALSE(root->gui_is_dragging());
SEND_GUI_MOUSE_MOTION_EVENT(on_a + Point2i(min_grab_movement, 0), MouseButtonMask::MIDDLE, Key::NONE);
CHECK_FALSE(root->gui_is_dragging());
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_a, MouseButton::MIDDLE, MouseButtonMask::NONE, Key::NONE);
}
SUBCASE("[Viewport][GuiInputEvent] Drag and Drop parent propagation.") {
Node2D *node_aa = memnew(Node2D);
Control *node_aaa = memnew(Control);
Node2D *node_dd = memnew(Node2D);
Control *node_ddd = memnew(Control);
node_aaa->set_size(Size2i(10, 10));
node_aaa->set_position(Point2i(0, 5));
node_ddd->set_size(Size2i(10, 10));
node_ddd->set_position(Point2i(0, 5));
node_a->add_child(node_aa);
node_aa->add_child(node_aaa);
node_d->add_child(node_dd);
node_dd->add_child(node_ddd);
Point2i on_aaa = on_a + Point2i(-2, 2);
Point2i on_ddd = on_d + Point2i(-2, 2);
SUBCASE("[Viewport][GuiInputEvent] Drag and Drop propagation to parent Controls.") {
node_aaa->set_mouse_filter(Control::MOUSE_FILTER_PASS);
node_ddd->set_mouse_filter(Control::MOUSE_FILTER_PASS);
SEND_GUI_MOUSE_BUTTON_EVENT(on_aaa, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
CHECK_FALSE(root->gui_is_dragging());
SEND_GUI_MOUSE_MOTION_EVENT(on_aaa + Point2i(0, min_grab_movement), MouseButtonMask::LEFT, Key::NONE);
CHECK(root->gui_is_dragging());
SEND_GUI_MOUSE_MOTION_EVENT(on_ddd, MouseButtonMask::LEFT, Key::NONE);
CHECK(root->gui_is_dragging());
CHECK_FALSE(root->gui_is_drag_successful());
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_ddd, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(root->gui_is_dragging());
CHECK(root->gui_is_drag_successful());
node_aaa->set_mouse_filter(Control::MOUSE_FILTER_STOP);
node_ddd->set_mouse_filter(Control::MOUSE_FILTER_STOP);
}
SUBCASE("[Viewport][GuiInputEvent] Drag and Drop grab-propagation stopped by Top Level.") {
node_aaa->set_mouse_filter(Control::MOUSE_FILTER_PASS);
node_aaa->set_as_top_level(true);
SEND_GUI_MOUSE_BUTTON_EVENT(on_aaa, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
CHECK_FALSE(root->gui_is_dragging());
SEND_GUI_MOUSE_MOTION_EVENT(on_aaa + Point2i(0, min_grab_movement), MouseButtonMask::LEFT, Key::NONE);
CHECK_FALSE(root->gui_is_dragging());
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_background, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
node_aaa->set_as_top_level(false);
node_aaa->set_mouse_filter(Control::MOUSE_FILTER_STOP);
}
SUBCASE("[Viewport][GuiInputEvent] Drag and Drop target-propagation stopped by Top Level.") {
node_aaa->set_mouse_filter(Control::MOUSE_FILTER_PASS);
node_ddd->set_mouse_filter(Control::MOUSE_FILTER_PASS);
node_ddd->set_as_top_level(true);
node_ddd->set_position(Point2i(30, 100));
SEND_GUI_MOUSE_BUTTON_EVENT(on_aaa, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
CHECK_FALSE(root->gui_is_dragging());
SEND_GUI_MOUSE_MOTION_EVENT(on_aaa + Point2i(0, min_grab_movement), MouseButtonMask::LEFT, Key::NONE);
CHECK(root->gui_is_dragging());
SEND_GUI_MOUSE_MOTION_EVENT(Point2i(35, 105), MouseButtonMask::LEFT, Key::NONE);
CHECK(root->gui_is_dragging());
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(Point2i(35, 105), MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(root->gui_is_dragging());
CHECK_FALSE(root->gui_is_drag_successful());
node_ddd->set_position(Point2i(0, 5));
node_ddd->set_as_top_level(false);
node_aaa->set_mouse_filter(Control::MOUSE_FILTER_STOP);
node_ddd->set_mouse_filter(Control::MOUSE_FILTER_STOP);
}
SUBCASE("[Viewport][GuiInputEvent] Drag and Drop grab-propagation stopped by non-CanvasItem.") {
node_g->set_mouse_filter(Control::MOUSE_FILTER_PASS);
SEND_GUI_MOUSE_BUTTON_EVENT(on_g, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
SEND_GUI_MOUSE_MOTION_EVENT(on_g + Point2i(0, min_grab_movement), MouseButtonMask::LEFT, Key::NONE);
CHECK_FALSE(root->gui_is_dragging());
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_background, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
node_g->set_mouse_filter(Control::MOUSE_FILTER_STOP);
}
SUBCASE("[Viewport][GuiInputEvent] Drag and Drop target-propagation stopped by non-CanvasItem.") {
node_g->set_mouse_filter(Control::MOUSE_FILTER_PASS);
SEND_GUI_MOUSE_BUTTON_EVENT(on_a - Point2i(1, 1), MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE); // Offset for node_aaa.
SEND_GUI_MOUSE_MOTION_EVENT(on_a + Point2i(0, min_grab_movement), MouseButtonMask::LEFT, Key::NONE);
CHECK(root->gui_is_dragging());
SEND_GUI_MOUSE_MOTION_EVENT(on_g, MouseButtonMask::LEFT, Key::NONE);
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_g, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(root->gui_is_dragging());
node_g->set_mouse_filter(Control::MOUSE_FILTER_STOP);
}
memdelete(node_ddd);
memdelete(node_dd);
memdelete(node_aaa);
memdelete(node_aa);
}
SUBCASE("[Viewport][GuiInputEvent] Force Drag and Drop.") {
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(root->gui_is_dragging());
node_a->force_drag(SNAME("Drag Data"), nullptr);
CHECK(root->gui_is_dragging());
SEND_GUI_MOUSE_MOTION_EVENT(on_d, MouseButtonMask::NONE, Key::NONE);
// Force Drop doesn't get triggered by mouse Buttons other than LMB.
SEND_GUI_MOUSE_BUTTON_EVENT(on_d, MouseButton::RIGHT, MouseButtonMask::RIGHT, Key::NONE);
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_a, MouseButton::RIGHT, MouseButtonMask::NONE, Key::NONE);
CHECK(root->gui_is_dragging());
// Force Drop with LMB-Down.
SEND_GUI_MOUSE_BUTTON_EVENT(on_d, MouseButton::LEFT, MouseButtonMask::LEFT, Key::NONE);
CHECK_FALSE(root->gui_is_dragging());
CHECK(root->gui_is_drag_successful());
SEND_GUI_MOUSE_BUTTON_RELEASED_EVENT(on_d, MouseButton::LEFT, MouseButtonMask::NONE, Key::NONE);
}
}
}
memdelete(node_g);
memdelete(node_f);
memdelete(node_e);
memdelete(node_d);
memdelete(node_c);
memdelete(node_b);
memdelete(node_a);
}
} // namespace TestViewport
#endif // TEST_VIEWPORT_H

View file

@ -209,7 +209,6 @@ int register_test_command(String p_command, TestFunc p_function);
event.instantiate(); \
event->set_position(m_screen_pos); \
event->set_button_mask(m_mask); \
event->set_relative(Vector2(10, 10)); \
_UPDATE_EVENT_MODIFERS(event, m_modifers); \
_SEND_DISPLAYSERVER_EVENT(event); \
MessageQueue::get_singleton()->flush(); \

View file

@ -101,6 +101,7 @@
#include "tests/scene/test_sprite_frames.h"
#include "tests/scene/test_text_edit.h"
#include "tests/scene/test_theme.h"
#include "tests/scene/test_viewport.h"
#include "tests/scene/test_visual_shader.h"
#include "tests/servers/test_text_server.h"
#include "tests/test_validate_testing.h"
@ -233,6 +234,9 @@ struct GodotTestCaseListener : public doctest::IReporter {
memnew(SceneTree);
SceneTree::get_singleton()->initialize();
if (!DisplayServer::get_singleton()->has_feature(DisplayServer::Feature::FEATURE_SUBWINDOWS)) {
SceneTree::get_singleton()->get_root()->set_embedding_subwindows(true);
}
return;
}