From d24d73ba3140b540a017bb230e57d9cde0c3d806 Mon Sep 17 00:00:00 2001 From: kit Date: Tue, 31 Oct 2023 13:55:34 -0400 Subject: [PATCH] Make mouse-enter/exit notifications match mouse event propagation `NOTIFICATION_MOUSE_ENTER` and `NOTIFICATION_MOUSE_EXIT` now includes the areas of children control nodes if the mouse filters allow it. In order to check if a Control node itself was entered/exited, the newly introduced `NOTIFICATION_MOUSE_ENTER_SELF` and `NOTIFICATION_MOUSE_EXIT_SELF` can be used. Co-authored-by: Markus Sauermann <6299227+Sauermann@users.noreply.github.com> --- doc/classes/Control.xml | 23 +- scene/gui/control.cpp | 11 + scene/gui/control.h | 2 + scene/main/canvas_item.cpp | 4 + scene/main/viewport.cpp | 163 ++++++++- scene/main/viewport.h | 5 +- tests/scene/test_viewport.h | 644 +++++++++++++++++++++++++++++++++++- 7 files changed, 829 insertions(+), 23 deletions(-) diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index b5333a045b2..a498bbeed38 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -1104,13 +1104,13 @@ - Emitted when the mouse cursor enters the control's visible area, that is not occluded behind other Controls or Windows, provided its [member mouse_filter] lets the event reach it and regardless if it's currently focused or not. + Emitted when the mouse cursor enters the control's (or any child control's) visible area, that is not occluded behind other Controls or Windows, provided its [member mouse_filter] lets the event reach it and regardless if it's currently focused or not. [b]Note:[/b] [member CanvasItem.z_index] doesn't affect, which Control receives the signal. - Emitted when the mouse cursor leaves the control's visible area, that is not occluded behind other Controls or Windows, provided its [member mouse_filter] lets the event reach it and regardless if it's currently focused or not. + Emitted when the mouse cursor leaves the control's (and all child control's) visible area, that is not occluded behind other Controls or Windows, provided its [member mouse_filter] lets the event reach it and regardless if it's currently focused or not. [b]Note:[/b] [member CanvasItem.z_index] doesn't affect, which Control receives the signal. [b]Note:[/b] If you want to check whether the mouse truly left the area, ignoring any top nodes, you can use code like this: [codeblock] @@ -1150,12 +1150,24 @@ Sent when the node changes size. Use [member size] to get the new size. - Sent when the mouse cursor enters the control's visible area, that is not occluded behind other Controls or Windows, provided its [member mouse_filter] lets the event reach it and regardless if it's currently focused or not. - [b]Note:[/b] [member CanvasItem.z_index] doesn't affect, which Control receives the notification. + Sent when the mouse cursor enters the control's (or any child control's) visible area, that is not occluded behind other Controls or Windows, provided its [member mouse_filter] lets the event reach it and regardless if it's currently focused or not. + [b]Note:[/b] [member CanvasItem.z_index] doesn't affect which Control receives the notification. + See also [constant NOTIFICATION_MOUSE_ENTER_SELF]. + Sent when the mouse cursor leaves the control's (and all child control's) visible area, that is not occluded behind other Controls or Windows, provided its [member mouse_filter] lets the event reach it and regardless if it's currently focused or not. + [b]Note:[/b] [member CanvasItem.z_index] doesn't affect which Control receives the notification. + See also [constant NOTIFICATION_MOUSE_EXIT_SELF]. + + + Sent when the mouse cursor enters the control's visible area, that is not occluded behind other Controls or Windows, provided its [member mouse_filter] lets the event reach it and regardless if it's currently focused or not. + [b]Note:[/b] [member CanvasItem.z_index] doesn't affect which Control receives the notification. + See also [constant NOTIFICATION_MOUSE_ENTER]. + + Sent when the mouse cursor leaves the control's visible area, that is not occluded behind other Controls or Windows, provided its [member mouse_filter] lets the event reach it and regardless if it's currently focused or not. - [b]Note:[/b] [member CanvasItem.z_index] doesn't affect, which Control receives the notification. + [b]Note:[/b] [member CanvasItem.z_index] doesn't affect which Control receives the notification. + See also [constant NOTIFICATION_MOUSE_EXIT]. Sent when the node grabs focus. @@ -1320,6 +1332,7 @@ The control will not receive mouse movement input events and mouse button input events if clicked on through [method _gui_input]. The control will also not receive the [signal mouse_entered] nor [signal mouse_exited] signals. This will not block other controls from receiving these events or firing the signals. Ignored events will not be handled automatically. + [b]Note:[/b] If the control has received [signal mouse_entered] but not [signal mouse_exited], changing the [member mouse_filter] to [constant MOUSE_FILTER_IGNORE] will cause [signal mouse_exited] to be emitted. The control will grow to the left or top to make up if its minimum size is changed to be greater than its current size on the respective axis. diff --git a/scene/gui/control.cpp b/scene/gui/control.cpp index c7ff5980cb6..87539ef8f27 100644 --- a/scene/gui/control.cpp +++ b/scene/gui/control.cpp @@ -1831,9 +1831,18 @@ bool Control::has_point(const Point2 &p_point) const { void Control::set_mouse_filter(MouseFilter p_filter) { ERR_MAIN_THREAD_GUARD; ERR_FAIL_INDEX(p_filter, 3); + + if (data.mouse_filter == p_filter) { + return; + } + data.mouse_filter = p_filter; notify_property_list_changed(); update_configuration_warnings(); + + if (get_viewport()) { + get_viewport()->_gui_update_mouse_over(); + } } Control::MouseFilter Control::get_mouse_filter() const { @@ -3568,6 +3577,8 @@ void Control::_bind_methods() { BIND_CONSTANT(NOTIFICATION_RESIZED); BIND_CONSTANT(NOTIFICATION_MOUSE_ENTER); BIND_CONSTANT(NOTIFICATION_MOUSE_EXIT); + BIND_CONSTANT(NOTIFICATION_MOUSE_ENTER_SELF); + BIND_CONSTANT(NOTIFICATION_MOUSE_EXIT_SELF); BIND_CONSTANT(NOTIFICATION_FOCUS_ENTER); BIND_CONSTANT(NOTIFICATION_FOCUS_EXIT); BIND_CONSTANT(NOTIFICATION_THEME_CHANGED); diff --git a/scene/gui/control.h b/scene/gui/control.h index abbdc42fa4a..db1bd3a346a 100644 --- a/scene/gui/control.h +++ b/scene/gui/control.h @@ -368,6 +368,8 @@ public: NOTIFICATION_SCROLL_BEGIN = 47, NOTIFICATION_SCROLL_END = 48, NOTIFICATION_LAYOUT_DIRECTION_CHANGED = 49, + NOTIFICATION_MOUSE_ENTER_SELF = 60, + NOTIFICATION_MOUSE_EXIT_SELF = 61, }; // Editor plugin interoperability. diff --git a/scene/main/canvas_item.cpp b/scene/main/canvas_item.cpp index a350b97bc8e..4ee81e5cb09 100644 --- a/scene/main/canvas_item.cpp +++ b/scene/main/canvas_item.cpp @@ -462,6 +462,10 @@ void CanvasItem::set_as_top_level(bool p_top_level) { _enter_canvas(); _notify_transform(); + + if (get_viewport()) { + get_viewport()->canvas_item_top_level_changed(); + } } void CanvasItem::_top_level_changed() { diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp index 2b28f21f576..43bdb1395b6 100644 --- a/scene/main/viewport.cpp +++ b/scene/main/viewport.cpp @@ -2408,8 +2408,8 @@ void Viewport::_gui_hide_control(Control *p_control) { if (gui.key_focus == p_control) { gui_release_focus(); } - if (gui.mouse_over == p_control) { - _drop_mouse_over(); + if (gui.mouse_over == p_control || gui.mouse_over_hierarchy.find(p_control) >= 0) { + _drop_mouse_over(p_control->get_parent_control()); } if (gui.drag_mouse_over == p_control) { gui.drag_mouse_over = nullptr; @@ -2431,8 +2431,8 @@ void Viewport::_gui_remove_control(Control *p_control) { if (gui.key_focus == p_control) { gui.key_focus = nullptr; } - if (gui.mouse_over == p_control) { - _drop_mouse_over(); + if (gui.mouse_over == p_control || gui.mouse_over_hierarchy.find(p_control) >= 0) { + _drop_mouse_over(p_control->get_parent_control()); } if (gui.drag_mouse_over == p_control) { gui.drag_mouse_over = nullptr; @@ -2442,6 +2442,94 @@ void Viewport::_gui_remove_control(Control *p_control) { } } +void Viewport::canvas_item_top_level_changed() { + _gui_update_mouse_over(); +} + +void Viewport::_gui_update_mouse_over() { + if (gui.mouse_over == nullptr || gui.mouse_over_hierarchy.is_empty()) { + return; + } + + // Rebuild the mouse over hierarchy. + LocalVector new_mouse_over_hierarchy; + LocalVector needs_enter; + LocalVector needs_exit; + + CanvasItem *ancestor = gui.mouse_over; + bool removing = false; + bool reached_top = false; + while (ancestor) { + Control *ancestor_control = Object::cast_to(ancestor); + if (ancestor_control) { + int found = gui.mouse_over_hierarchy.find(ancestor_control); + if (found >= 0) { + // Remove the node if the propagation chain has been broken or it is now MOUSE_FILTER_IGNORE. + if (removing || ancestor_control->get_mouse_filter() == Control::MOUSE_FILTER_IGNORE) { + needs_exit.push_back(found); + } + } + if (found == 0) { + if (removing) { + // Stop if the chain has been broken and the top of the hierarchy has been reached. + break; + } + reached_top = true; + } + if (!removing && ancestor_control->get_mouse_filter() != Control::MOUSE_FILTER_IGNORE) { + new_mouse_over_hierarchy.push_back(ancestor_control); + // Add the node if it was not found and it is now not MOUSE_FILTER_IGNORE. + if (found < 0) { + needs_enter.push_back(ancestor_control); + } + } + if (ancestor_control->get_mouse_filter() == Control::MOUSE_FILTER_STOP) { + // MOUSE_FILTER_STOP breaks the propagation chain. + if (reached_top) { + break; + } + removing = true; + } + } + if (ancestor->is_set_as_top_level()) { + // Top level breaks the propagation chain. + if (reached_top) { + break; + } else { + removing = true; + ancestor = Object::cast_to(ancestor->get_parent()); + continue; + } + } + ancestor = ancestor->get_parent_item(); + } + if (needs_exit.is_empty() && needs_enter.is_empty()) { + return; + } + + // Send Mouse Exit Self notification. + if (gui.mouse_over && !needs_exit.is_empty() && needs_exit[0] == (int)gui.mouse_over_hierarchy.size() - 1) { + gui.mouse_over->notification(Control::NOTIFICATION_MOUSE_EXIT_SELF); + gui.mouse_over = nullptr; + } + + // Send Mouse Exit notifications. + for (int exit_control_index : needs_exit) { + gui.mouse_over_hierarchy[exit_control_index]->notification(Control::NOTIFICATION_MOUSE_EXIT); + } + + // Update the mouse over hierarchy. + gui.mouse_over_hierarchy.resize(new_mouse_over_hierarchy.size()); + for (int i = 0; i < (int)new_mouse_over_hierarchy.size(); i++) { + gui.mouse_over_hierarchy[i] = new_mouse_over_hierarchy[new_mouse_over_hierarchy.size() - 1 - i]; + } + + // Send Mouse Enter notifications. + for (int i = needs_enter.size() - 1; i >= 0; i--) { + needs_enter[i]->notification(Control::NOTIFICATION_MOUSE_ENTER); + } +} + Window *Viewport::get_base_window() const { ERR_READ_THREAD_GUARD_V(nullptr); ERR_FAIL_COND_V(!is_inside_tree(), nullptr); @@ -3069,16 +3157,58 @@ void Viewport::_update_mouse_over(Vector2 p_pos) { // Look for Controls at mouse position. Control *over = gui_find_control(p_pos); bool notify_embedded_viewports = false; - if (over != gui.mouse_over) { - if (gui.mouse_over) { - _drop_mouse_over(); + if (over != gui.mouse_over || (!over && !gui.mouse_over_hierarchy.is_empty())) { + // Find the common ancestor of `gui.mouse_over` and `over`. + Control *common_ancestor = nullptr; + LocalVector over_ancestors; + + if (over) { + // Get all ancestors that the mouse is currently over and need an enter signal. + CanvasItem *ancestor = over; + while (ancestor) { + Control *ancestor_control = Object::cast_to(ancestor); + if (ancestor_control) { + if (ancestor_control->get_mouse_filter() != Control::MOUSE_FILTER_IGNORE) { + int found = gui.mouse_over_hierarchy.find(ancestor_control); + if (found >= 0) { + common_ancestor = gui.mouse_over_hierarchy[found]; + break; + } + over_ancestors.push_back(ancestor_control); + } + if (ancestor_control->get_mouse_filter() == Control::MOUSE_FILTER_STOP) { + // MOUSE_FILTER_STOP breaks the propagation chain. + break; + } + } + if (ancestor->is_set_as_top_level()) { + // Top level breaks the propagation chain. + break; + } + ancestor = ancestor->get_parent_item(); + } + } + + if (gui.mouse_over || !gui.mouse_over_hierarchy.is_empty()) { + // Send Mouse Exit Self and Mouse Exit notifications. + _drop_mouse_over(common_ancestor); } else { _drop_physics_mouseover(); } - gui.mouse_over = over; if (over) { - over->notification(Control::NOTIFICATION_MOUSE_ENTER); + gui.mouse_over = over; + gui.mouse_over_hierarchy.reserve(gui.mouse_over_hierarchy.size() + over_ancestors.size()); + + // Send Mouse Enter notifications to parents first. + for (int i = over_ancestors.size() - 1; i >= 0; i--) { + over_ancestors[i]->notification(Control::NOTIFICATION_MOUSE_ENTER); + gui.mouse_over_hierarchy.push_back(over_ancestors[i]); + } + + // Send Mouse Enter Self notification. + gui.mouse_over->notification(Control::NOTIFICATION_MOUSE_ENTER_SELF); + notify_embedded_viewports = true; } } @@ -3119,7 +3249,7 @@ void Viewport::_mouse_leave_viewport() { notification(NOTIFICATION_VP_MOUSE_EXIT); } -void Viewport::_drop_mouse_over() { +void Viewport::_drop_mouse_over(Control *p_until_control) { _gui_cancel_tooltip(); SubViewportContainer *c = Object::cast_to(gui.mouse_over); if (c) { @@ -3131,10 +3261,19 @@ void Viewport::_drop_mouse_over() { v->_mouse_leave_viewport(); } } - if (gui.mouse_over->is_inside_tree()) { - gui.mouse_over->notification(Control::NOTIFICATION_MOUSE_EXIT); + if (gui.mouse_over && gui.mouse_over->is_inside_tree()) { + gui.mouse_over->notification(Control::NOTIFICATION_MOUSE_EXIT_SELF); } gui.mouse_over = nullptr; + + // Send Mouse Exit notifications to children first. Don't send to p_until_control or above. + int notification_until = p_until_control ? gui.mouse_over_hierarchy.find(p_until_control) + 1 : 0; + for (int i = gui.mouse_over_hierarchy.size() - 1; i >= notification_until; i--) { + if (gui.mouse_over_hierarchy[i]->is_inside_tree()) { + gui.mouse_over_hierarchy[i]->notification(Control::NOTIFICATION_MOUSE_EXIT); + } + } + gui.mouse_over_hierarchy.resize(notification_until); } void Viewport::push_input(const Ref &p_event, bool p_local_coords) { diff --git a/scene/main/viewport.h b/scene/main/viewport.h index 65777c973f5..82a9bfc438d 100644 --- a/scene/main/viewport.h +++ b/scene/main/viewport.h @@ -361,6 +361,7 @@ private: BitField mouse_focus_mask; Control *key_focus = nullptr; Control *mouse_over = nullptr; + LocalVector mouse_over_hierarchy; Window *subwindow_over = nullptr; // mouse_over and subwindow_over are mutually exclusive. At all times at least one of them is nullptr. Window *windowmanager_window_over = nullptr; // Only used in root Viewport. Control *drag_mouse_over = nullptr; @@ -429,6 +430,7 @@ private: void _gui_remove_control(Control *p_control); void _gui_hide_control(Control *p_control); + void _gui_update_mouse_over(); void _gui_force_drag(Control *p_base, const Variant &p_data, Control *p_control); void _gui_set_drag_preview(Control *p_base, Control *p_control); @@ -455,7 +457,7 @@ private: void _canvas_layer_add(CanvasLayer *p_canvas_layer); void _canvas_layer_remove(CanvasLayer *p_canvas_layer); - void _drop_mouse_over(); + void _drop_mouse_over(Control *p_until_control = nullptr); void _drop_mouse_focus(); void _drop_physics_mouseover(bool p_paused_only = false); @@ -494,6 +496,7 @@ protected: public: void canvas_parent_mark_dirty(Node *p_node); + void canvas_item_top_level_changed(); uint64_t get_processed_events_count() const { return event_count; } diff --git a/tests/scene/test_viewport.h b/tests/scene/test_viewport.h index 0c53668c6d2..1afae66ee02 100644 --- a/tests/scene/test_viewport.h +++ b/tests/scene/test_viewport.h @@ -50,17 +50,39 @@ protected: void _notification(int p_what) { switch (p_what) { case NOTIFICATION_MOUSE_ENTER: { + if (mouse_over) { + invalid_order = true; + } mouse_over = true; } break; case NOTIFICATION_MOUSE_EXIT: { + if (!mouse_over) { + invalid_order = true; + } mouse_over = false; } break; + + case NOTIFICATION_MOUSE_ENTER_SELF: { + if (mouse_over_self) { + invalid_order = true; + } + mouse_over_self = true; + } break; + + case NOTIFICATION_MOUSE_EXIT_SELF: { + if (!mouse_over_self) { + invalid_order = true; + } + mouse_over_self = false; + } break; } } public: bool mouse_over = false; + bool mouse_over_self = false; + bool invalid_order = false; }; // `NotificationControlViewport`-derived class that additionally @@ -119,12 +141,15 @@ public: TEST_CASE("[SceneTree][Viewport] Controls and InputEvent handling") { DragStart *node_a = memnew(DragStart); - Control *node_b = memnew(Control); + NotificationControlViewport *node_b = memnew(NotificationControlViewport); Node2D *node_c = memnew(Node2D); DragTarget *node_d = memnew(DragTarget); - Control *node_e = memnew(Control); + NotificationControlViewport *node_e = memnew(NotificationControlViewport); Node *node_f = memnew(Node); - Control *node_g = memnew(Control); + NotificationControlViewport *node_g = memnew(NotificationControlViewport); + NotificationControlViewport *node_h = memnew(NotificationControlViewport); + NotificationControlViewport *node_i = memnew(NotificationControlViewport); + NotificationControlViewport *node_j = memnew(NotificationControlViewport); node_a->set_name(SNAME("NodeA")); node_b->set_name(SNAME("NodeB")); @@ -133,6 +158,9 @@ TEST_CASE("[SceneTree][Viewport] Controls and InputEvent handling") { node_e->set_name(SNAME("NodeE")); node_f->set_name(SNAME("NodeF")); node_g->set_name(SNAME("NodeG")); + node_h->set_name(SNAME("NodeH")); + node_i->set_name(SNAME("NodeI")); + node_j->set_name(SNAME("NodeJ")); node_a->set_position(Point2i(0, 0)); node_b->set_position(Point2i(10, 10)); @@ -140,16 +168,25 @@ TEST_CASE("[SceneTree][Viewport] Controls and InputEvent handling") { node_d->set_position(Point2i(10, 10)); node_e->set_position(Point2i(10, 100)); node_g->set_position(Point2i(10, 100)); + node_h->set_position(Point2i(10, 120)); + node_i->set_position(Point2i(2, 0)); + node_j->set_position(Point2i(2, 0)); node_a->set_size(Point2i(30, 30)); node_b->set_size(Point2i(30, 30)); node_d->set_size(Point2i(30, 30)); node_e->set_size(Point2i(10, 10)); node_g->set_size(Point2i(10, 10)); + node_h->set_size(Point2i(10, 10)); + node_i->set_size(Point2i(10, 10)); + node_j->set_size(Point2i(10, 10)); node_a->set_focus_mode(Control::FOCUS_CLICK); node_b->set_focus_mode(Control::FOCUS_CLICK); node_d->set_focus_mode(Control::FOCUS_CLICK); node_e->set_focus_mode(Control::FOCUS_CLICK); node_g->set_focus_mode(Control::FOCUS_CLICK); + node_h->set_focus_mode(Control::FOCUS_CLICK); + node_i->set_focus_mode(Control::FOCUS_CLICK); + node_j->set_focus_mode(Control::FOCUS_CLICK); Window *root = SceneTree::get_singleton()->get_root(); DisplayServerMock *DS = (DisplayServerMock *)(DisplayServer::get_singleton()); @@ -162,6 +199,9 @@ TEST_CASE("[SceneTree][Viewport] Controls and InputEvent handling") { // - e (Control) // - f (Node) // - g (Control) + // - h (Control) + // - i (Control) + // - j (Control) root->add_child(node_a); root->add_child(node_b); node_b->add_child(node_c); @@ -169,12 +209,17 @@ TEST_CASE("[SceneTree][Viewport] Controls and InputEvent handling") { root->add_child(node_e); node_e->add_child(node_f); node_f->add_child(node_g); + root->add_child(node_h); + node_h->add_child(node_i); + node_i->add_child(node_j); Point2i on_a = Point2i(5, 5); Point2i on_b = Point2i(15, 15); Point2i on_d = Point2i(25, 25); Point2i on_e = Point2i(15, 105); Point2i on_g = Point2i(15, 105); + Point2i on_i = Point2i(13, 125); + Point2i on_j = Point2i(15, 125); Point2i on_background = Point2i(500, 500); Point2i on_outside = Point2i(-1, -1); @@ -419,26 +464,612 @@ TEST_CASE("[SceneTree][Viewport] Controls and InputEvent handling") { 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.") { + SUBCASE("[Viewport][GuiInputEvent] Mouse Motion changes the Control that it is over.") { SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE); CHECK_FALSE(node_a->mouse_over); + CHECK_FALSE(node_a->mouse_over_self); // Move over Control. SEND_GUI_MOUSE_MOTION_EVENT(on_a, MouseButtonMask::NONE, Key::NONE); CHECK(node_a->mouse_over); + CHECK(node_a->mouse_over_self); // No change. SEND_GUI_MOUSE_MOTION_EVENT(on_a + Point2i(1, 1), MouseButtonMask::NONE, Key::NONE); CHECK(node_a->mouse_over); + CHECK(node_a->mouse_over_self); // Move over other Control. SEND_GUI_MOUSE_MOTION_EVENT(on_d, MouseButtonMask::NONE, Key::NONE); CHECK_FALSE(node_a->mouse_over); + CHECK_FALSE(node_a->mouse_over_self); CHECK(node_d->mouse_over); + CHECK(node_d->mouse_over_self); - // Move to background + // Move to background. SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE); CHECK_FALSE(node_d->mouse_over); + CHECK_FALSE(node_d->mouse_over_self); + + CHECK_FALSE(node_a->invalid_order); + CHECK_FALSE(node_d->invalid_order); + } + + SUBCASE("[Viewport][GuiInputEvent] Mouse Enter/Exit notification propagation.") { + node_d->set_mouse_filter(Control::MOUSE_FILTER_PASS); + node_g->set_mouse_filter(Control::MOUSE_FILTER_PASS); + + SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE); + CHECK_FALSE(node_b->mouse_over); + CHECK_FALSE(node_b->mouse_over_self); + CHECK_FALSE(node_d->mouse_over); + CHECK_FALSE(node_d->mouse_over_self); + + // Move to Control node_d. node_b receives mouse over since it is only separated by a CanvasItem. + SEND_GUI_MOUSE_MOTION_EVENT(on_d, MouseButtonMask::NONE, Key::NONE); + CHECK(node_b->mouse_over); + CHECK_FALSE(node_b->mouse_over_self); + CHECK(node_d->mouse_over); + CHECK(node_d->mouse_over_self); + + // Move to background. + SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE); + CHECK_FALSE(node_b->mouse_over); + CHECK_FALSE(node_b->mouse_over_self); + CHECK_FALSE(node_d->mouse_over); + CHECK_FALSE(node_d->mouse_over_self); + + CHECK_FALSE(node_e->mouse_over); + CHECK_FALSE(node_e->mouse_over_self); + CHECK_FALSE(node_g->mouse_over); + CHECK_FALSE(node_g->mouse_over_self); + + // Move to Control node_g. node_g receives mouse over but node_e does not since it is separated by a non-CanvasItem. + SEND_GUI_MOUSE_MOTION_EVENT(on_g, MouseButtonMask::NONE, Key::NONE); + CHECK_FALSE(node_e->mouse_over); + CHECK_FALSE(node_e->mouse_over_self); + CHECK(node_g->mouse_over); + CHECK(node_g->mouse_over_self); + + // Move to background. + SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE); + CHECK_FALSE(node_e->mouse_over); + CHECK_FALSE(node_e->mouse_over_self); + CHECK_FALSE(node_g->mouse_over); + CHECK_FALSE(node_g->mouse_over_self); + + CHECK_FALSE(node_b->invalid_order); + CHECK_FALSE(node_d->invalid_order); + CHECK_FALSE(node_e->invalid_order); + CHECK_FALSE(node_g->invalid_order); + + node_d->set_mouse_filter(Control::MOUSE_FILTER_STOP); + node_g->set_mouse_filter(Control::MOUSE_FILTER_STOP); + } + + SUBCASE("[Viewport][GuiInputEvent] Mouse Enter/Exit notification propagation when moving into child.") { + SIGNAL_WATCH(node_i, SNAME("mouse_entered")); + SIGNAL_WATCH(node_i, SNAME("mouse_exited")); + Array signal_args; + signal_args.push_back(Array()); + + node_j->set_mouse_filter(Control::MOUSE_FILTER_PASS); + + // Move to background. + SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE); + CHECK_FALSE(node_i->mouse_over); + CHECK_FALSE(node_i->mouse_over_self); + CHECK_FALSE(node_j->mouse_over); + CHECK_FALSE(node_j->mouse_over_self); + + // Move to Control node_i. + SEND_GUI_MOUSE_MOTION_EVENT(on_i, MouseButtonMask::NONE, Key::NONE); + CHECK(node_i->mouse_over); + CHECK(node_i->mouse_over_self); + CHECK_FALSE(node_j->mouse_over); + CHECK_FALSE(node_j->mouse_over_self); + SIGNAL_CHECK(SNAME("mouse_entered"), signal_args); + SIGNAL_CHECK_FALSE(SNAME("mouse_exited")); + + // Move to child Control node_j. node_i should not receive any new Mouse Enter signals. + SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE); + CHECK(node_i->mouse_over); + CHECK_FALSE(node_i->mouse_over_self); + CHECK(node_j->mouse_over); + CHECK(node_j->mouse_over_self); + SIGNAL_CHECK_FALSE(SNAME("mouse_entered")); + SIGNAL_CHECK_FALSE(SNAME("mouse_exited")); + + // Move to parent Control node_i. node_i should not receive any new Mouse Enter signals. + SEND_GUI_MOUSE_MOTION_EVENT(on_i, MouseButtonMask::NONE, Key::NONE); + CHECK(node_i->mouse_over); + CHECK(node_i->mouse_over_self); + CHECK_FALSE(node_j->mouse_over); + CHECK_FALSE(node_j->mouse_over_self); + SIGNAL_CHECK_FALSE(SNAME("mouse_entered")); + SIGNAL_CHECK_FALSE(SNAME("mouse_exited")); + + // Move to background. + SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE); + CHECK_FALSE(node_i->mouse_over); + CHECK_FALSE(node_i->mouse_over_self); + CHECK_FALSE(node_j->mouse_over); + CHECK_FALSE(node_j->mouse_over_self); + SIGNAL_CHECK_FALSE(SNAME("mouse_entered")); + SIGNAL_CHECK(SNAME("mouse_exited"), signal_args); + + CHECK_FALSE(node_i->invalid_order); + CHECK_FALSE(node_j->invalid_order); + + node_j->set_mouse_filter(Control::MOUSE_FILTER_STOP); + + SIGNAL_UNWATCH(node_i, SNAME("mouse_entered")); + SIGNAL_UNWATCH(node_i, SNAME("mouse_exited")); + } + + SUBCASE("[Viewport][GuiInputEvent] Mouse Enter/Exit notification propagation with top level.") { + node_c->set_as_top_level(true); + node_i->set_as_top_level(true); + node_c->set_position(node_b->get_global_position()); + node_i->set_position(node_h->get_global_position()); + node_d->set_mouse_filter(Control::MOUSE_FILTER_PASS); + node_i->set_mouse_filter(Control::MOUSE_FILTER_PASS); + node_j->set_mouse_filter(Control::MOUSE_FILTER_PASS); + + SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE); + CHECK_FALSE(node_b->mouse_over); + CHECK_FALSE(node_b->mouse_over_self); + CHECK_FALSE(node_d->mouse_over); + CHECK_FALSE(node_d->mouse_over_self); + + // Move to Control node_d. node_b does not receive mouse over since node_c is top level. + SEND_GUI_MOUSE_MOTION_EVENT(on_d, MouseButtonMask::NONE, Key::NONE); + CHECK_FALSE(node_b->mouse_over); + CHECK_FALSE(node_b->mouse_over_self); + CHECK(node_d->mouse_over); + CHECK(node_d->mouse_over_self); + + // Move to background. + SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE); + CHECK_FALSE(node_b->mouse_over); + CHECK_FALSE(node_b->mouse_over_self); + CHECK_FALSE(node_d->mouse_over); + CHECK_FALSE(node_d->mouse_over_self); + + CHECK_FALSE(node_g->mouse_over); + CHECK_FALSE(node_g->mouse_over_self); + CHECK_FALSE(node_h->mouse_over); + CHECK_FALSE(node_h->mouse_over_self); + CHECK_FALSE(node_i->mouse_over); + CHECK_FALSE(node_i->mouse_over_self); + + // Move to Control node_j. node_h does not receive mouse over since node_i is top level. + SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE); + CHECK_FALSE(node_h->mouse_over); + CHECK_FALSE(node_h->mouse_over_self); + CHECK(node_i->mouse_over); + CHECK_FALSE(node_i->mouse_over_self); + CHECK(node_j->mouse_over); + CHECK(node_j->mouse_over_self); + + // Move to background. + SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE); + CHECK_FALSE(node_h->mouse_over); + CHECK_FALSE(node_h->mouse_over_self); + CHECK_FALSE(node_i->mouse_over); + CHECK_FALSE(node_i->mouse_over_self); + CHECK_FALSE(node_j->mouse_over); + CHECK_FALSE(node_j->mouse_over_self); + + CHECK_FALSE(node_b->invalid_order); + CHECK_FALSE(node_d->invalid_order); + CHECK_FALSE(node_e->invalid_order); + CHECK_FALSE(node_h->invalid_order); + CHECK_FALSE(node_i->invalid_order); + CHECK_FALSE(node_j->invalid_order); + + node_c->set_as_top_level(false); + node_i->set_as_top_level(false); + node_c->set_position(Point2i(0, 0)); + node_i->set_position(Point2i(0, 0)); + node_d->set_mouse_filter(Control::MOUSE_FILTER_STOP); + node_i->set_mouse_filter(Control::MOUSE_FILTER_STOP); + node_j->set_mouse_filter(Control::MOUSE_FILTER_STOP); + } + + SUBCASE("[Viewport][GuiInputEvent] Mouse Enter/Exit notification propagation with mouse filter stop.") { + node_i->set_mouse_filter(Control::MOUSE_FILTER_STOP); + node_j->set_mouse_filter(Control::MOUSE_FILTER_PASS); + + // Move to background. + SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE); + CHECK_FALSE(node_h->mouse_over); + CHECK_FALSE(node_h->mouse_over_self); + CHECK_FALSE(node_i->mouse_over); + CHECK_FALSE(node_i->mouse_over_self); + CHECK_FALSE(node_j->mouse_over); + CHECK_FALSE(node_j->mouse_over_self); + + // Move to Control node_j. node_h does not receive mouse over since node_i is MOUSE_FILTER_STOP. + SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE); + CHECK_FALSE(node_h->mouse_over); + CHECK_FALSE(node_h->mouse_over_self); + CHECK(node_i->mouse_over); + CHECK_FALSE(node_i->mouse_over_self); + CHECK(node_j->mouse_over); + CHECK(node_j->mouse_over_self); + + // Move to background. + SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE); + CHECK_FALSE(node_h->mouse_over); + CHECK_FALSE(node_h->mouse_over_self); + CHECK_FALSE(node_i->mouse_over); + CHECK_FALSE(node_i->mouse_over_self); + CHECK_FALSE(node_j->mouse_over); + CHECK_FALSE(node_j->mouse_over_self); + + CHECK_FALSE(node_h->invalid_order); + CHECK_FALSE(node_i->invalid_order); + CHECK_FALSE(node_j->invalid_order); + + node_i->set_mouse_filter(Control::MOUSE_FILTER_STOP); + node_j->set_mouse_filter(Control::MOUSE_FILTER_STOP); + } + + SUBCASE("[Viewport][GuiInputEvent] Mouse Enter/Exit notification propagation with mouse filter ignore.") { + node_i->set_mouse_filter(Control::MOUSE_FILTER_IGNORE); + node_j->set_mouse_filter(Control::MOUSE_FILTER_PASS); + + // Move to background. + SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE); + CHECK_FALSE(node_h->mouse_over); + CHECK_FALSE(node_h->mouse_over_self); + CHECK_FALSE(node_i->mouse_over); + CHECK_FALSE(node_i->mouse_over_self); + CHECK_FALSE(node_j->mouse_over); + CHECK_FALSE(node_j->mouse_over_self); + + // Move to Control node_j. node_i does not receive mouse over since node_i is MOUSE_FILTER_IGNORE. + SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE); + CHECK(node_h->mouse_over); + CHECK_FALSE(node_h->mouse_over_self); + CHECK_FALSE(node_i->mouse_over); + CHECK_FALSE(node_i->mouse_over_self); + CHECK(node_j->mouse_over); + CHECK(node_j->mouse_over_self); + + // Move to background. + SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE); + CHECK_FALSE(node_h->mouse_over); + CHECK_FALSE(node_h->mouse_over_self); + CHECK_FALSE(node_i->mouse_over); + CHECK_FALSE(node_i->mouse_over_self); + CHECK_FALSE(node_j->mouse_over); + CHECK_FALSE(node_j->mouse_over_self); + + CHECK_FALSE(node_h->invalid_order); + CHECK_FALSE(node_i->invalid_order); + CHECK_FALSE(node_j->invalid_order); + + node_i->set_mouse_filter(Control::MOUSE_FILTER_STOP); + node_j->set_mouse_filter(Control::MOUSE_FILTER_STOP); + } + + SUBCASE("[Viewport][GuiInputEvent] Mouse Enter/Exit notification when changing top level.") { + SIGNAL_WATCH(node_i, SNAME("mouse_entered")); + SIGNAL_WATCH(node_i, SNAME("mouse_exited")); + Array signal_args; + signal_args.push_back(Array()); + + node_d->set_mouse_filter(Control::MOUSE_FILTER_PASS); + node_i->set_mouse_filter(Control::MOUSE_FILTER_PASS); + node_j->set_mouse_filter(Control::MOUSE_FILTER_PASS); + + // Move to Control node_d. + SEND_GUI_MOUSE_MOTION_EVENT(on_d, MouseButtonMask::NONE, Key::NONE); + CHECK(node_b->mouse_over); + CHECK_FALSE(node_b->mouse_over_self); + CHECK(node_d->mouse_over); + CHECK(node_d->mouse_over_self); + + // Change node_c to be top level. node_b should receive Mouse Exit. + node_c->set_as_top_level(true); + CHECK_FALSE(node_b->mouse_over); + CHECK_FALSE(node_b->mouse_over_self); + CHECK(node_d->mouse_over); + CHECK(node_d->mouse_over_self); + + // Change node_c to be not top level. node_b should receive Mouse Enter. + node_c->set_as_top_level(false); + CHECK(node_b->mouse_over); + CHECK_FALSE(node_b->mouse_over_self); + CHECK(node_d->mouse_over); + CHECK(node_d->mouse_over_self); + + // Move to Control node_j. + SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE); + CHECK(node_h->mouse_over); + CHECK_FALSE(node_h->mouse_over_self); + CHECK(node_i->mouse_over); + CHECK_FALSE(node_i->mouse_over_self); + CHECK(node_j->mouse_over); + CHECK(node_j->mouse_over_self); + SIGNAL_CHECK(SNAME("mouse_entered"), signal_args); + SIGNAL_CHECK_FALSE(SNAME("mouse_exited")); + + // Change node_i to top level. node_h should receive Mouse Exit. node_i should not receive any new signals. + node_i->set_as_top_level(true); + CHECK_FALSE(node_h->mouse_over); + CHECK_FALSE(node_h->mouse_over_self); + CHECK(node_i->mouse_over); + CHECK_FALSE(node_i->mouse_over_self); + CHECK(node_j->mouse_over); + CHECK(node_j->mouse_over_self); + SIGNAL_CHECK_FALSE(SNAME("mouse_entered")); + SIGNAL_CHECK_FALSE(SNAME("mouse_exited")); + + // Change node_i to not top level. node_h should receive Mouse Enter. node_i should not receive any new signals. + node_i->set_as_top_level(false); + CHECK(node_h->mouse_over); + CHECK_FALSE(node_h->mouse_over_self); + CHECK(node_i->mouse_over); + CHECK_FALSE(node_i->mouse_over_self); + CHECK(node_j->mouse_over); + CHECK(node_j->mouse_over_self); + SIGNAL_CHECK_FALSE(SNAME("mouse_entered")); + SIGNAL_CHECK_FALSE(SNAME("mouse_exited")); + + CHECK_FALSE(node_b->invalid_order); + CHECK_FALSE(node_d->invalid_order); + CHECK_FALSE(node_e->invalid_order); + CHECK_FALSE(node_h->invalid_order); + CHECK_FALSE(node_i->invalid_order); + CHECK_FALSE(node_j->invalid_order); + + node_d->set_mouse_filter(Control::MOUSE_FILTER_STOP); + node_i->set_mouse_filter(Control::MOUSE_FILTER_STOP); + node_j->set_mouse_filter(Control::MOUSE_FILTER_STOP); + + SIGNAL_UNWATCH(node_i, SNAME("mouse_entered")); + SIGNAL_UNWATCH(node_i, SNAME("mouse_exited")); + } + + SUBCASE("[Viewport][GuiInputEvent] Mouse Enter/Exit notification when changing the mouse filter to stop.") { + SIGNAL_WATCH(node_i, SNAME("mouse_entered")); + SIGNAL_WATCH(node_i, SNAME("mouse_exited")); + Array signal_args; + signal_args.push_back(Array()); + + node_i->set_mouse_filter(Control::MOUSE_FILTER_PASS); + node_j->set_mouse_filter(Control::MOUSE_FILTER_PASS); + + // Move to Control node_j. + SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE); + CHECK(node_h->mouse_over); + CHECK_FALSE(node_h->mouse_over_self); + CHECK(node_i->mouse_over); + CHECK_FALSE(node_i->mouse_over_self); + CHECK(node_j->mouse_over); + CHECK(node_j->mouse_over_self); + SIGNAL_CHECK(SNAME("mouse_entered"), signal_args); + SIGNAL_CHECK_FALSE(SNAME("mouse_exited")); + + // Change node_i to MOUSE_FILTER_STOP. node_h should receive Mouse Exit. node_i should not receive any new signals. + node_i->set_mouse_filter(Control::MOUSE_FILTER_STOP); + CHECK_FALSE(node_h->mouse_over); + CHECK_FALSE(node_h->mouse_over_self); + CHECK(node_i->mouse_over); + CHECK_FALSE(node_i->mouse_over_self); + CHECK(node_j->mouse_over); + CHECK(node_j->mouse_over_self); + SIGNAL_CHECK_FALSE(SNAME("mouse_entered")); + SIGNAL_CHECK_FALSE(SNAME("mouse_exited")); + + // Change node_i to MOUSE_FILTER_PASS. node_h should receive Mouse Enter. node_i should not receive any new signals. + node_i->set_mouse_filter(Control::MOUSE_FILTER_PASS); + CHECK(node_h->mouse_over); + CHECK_FALSE(node_h->mouse_over_self); + CHECK(node_i->mouse_over); + CHECK_FALSE(node_i->mouse_over_self); + CHECK(node_j->mouse_over); + CHECK(node_j->mouse_over_self); + SIGNAL_CHECK_FALSE(SNAME("mouse_entered")); + SIGNAL_CHECK_FALSE(SNAME("mouse_exited")); + + CHECK_FALSE(node_h->invalid_order); + CHECK_FALSE(node_i->invalid_order); + CHECK_FALSE(node_j->invalid_order); + + node_i->set_mouse_filter(Control::MOUSE_FILTER_STOP); + node_j->set_mouse_filter(Control::MOUSE_FILTER_STOP); + + SIGNAL_UNWATCH(node_i, SNAME("mouse_entered")); + SIGNAL_UNWATCH(node_i, SNAME("mouse_exited")); + } + + SUBCASE("[Viewport][GuiInputEvent] Mouse Enter/Exit notification when changing the mouse filter to ignore.") { + SIGNAL_WATCH(node_i, SNAME("mouse_entered")); + SIGNAL_WATCH(node_i, SNAME("mouse_exited")); + Array signal_args; + signal_args.push_back(Array()); + + node_i->set_mouse_filter(Control::MOUSE_FILTER_PASS); + node_j->set_mouse_filter(Control::MOUSE_FILTER_PASS); + + // Move to Control node_j. + SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE); + CHECK(node_h->mouse_over); + CHECK_FALSE(node_h->mouse_over_self); + CHECK(node_i->mouse_over); + CHECK_FALSE(node_i->mouse_over_self); + CHECK(node_j->mouse_over); + CHECK(node_j->mouse_over_self); + SIGNAL_CHECK(SNAME("mouse_entered"), signal_args); + SIGNAL_CHECK_FALSE(SNAME("mouse_exited")); + + // Change node_i to MOUSE_FILTER_IGNORE. node_i should receive Mouse Exit. + node_i->set_mouse_filter(Control::MOUSE_FILTER_IGNORE); + CHECK(node_h->mouse_over); + CHECK_FALSE(node_h->mouse_over_self); + CHECK_FALSE(node_i->mouse_over); + CHECK_FALSE(node_i->mouse_over_self); + CHECK(node_j->mouse_over); + CHECK(node_j->mouse_over_self); + SIGNAL_CHECK_FALSE(SNAME("mouse_entered")); + SIGNAL_CHECK(SNAME("mouse_exited"), signal_args); + + // Change node_i to MOUSE_FILTER_PASS. node_i should receive Mouse Enter. + node_i->set_mouse_filter(Control::MOUSE_FILTER_PASS); + CHECK(node_h->mouse_over); + CHECK_FALSE(node_h->mouse_over_self); + CHECK(node_i->mouse_over); + CHECK_FALSE(node_i->mouse_over_self); + CHECK(node_j->mouse_over); + CHECK(node_j->mouse_over_self); + SIGNAL_CHECK(SNAME("mouse_entered"), signal_args); + SIGNAL_CHECK_FALSE(SNAME("mouse_exited")); + + // Change node_j to MOUSE_FILTER_IGNORE. After updating the mouse motion, node_i should now have mouse_over_self. + node_j->set_mouse_filter(Control::MOUSE_FILTER_IGNORE); + SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE); + CHECK(node_h->mouse_over); + CHECK_FALSE(node_h->mouse_over_self); + CHECK(node_i->mouse_over); + CHECK(node_i->mouse_over_self); + CHECK_FALSE(node_j->mouse_over); + CHECK_FALSE(node_j->mouse_over_self); + SIGNAL_CHECK_FALSE(SNAME("mouse_entered")); + SIGNAL_CHECK_FALSE(SNAME("mouse_exited")); + + // Change node_j to MOUSE_FILTER_PASS. After updating the mouse motion, node_j should now have mouse_over_self. + node_j->set_mouse_filter(Control::MOUSE_FILTER_PASS); + SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE); + CHECK(node_h->mouse_over); + CHECK_FALSE(node_h->mouse_over_self); + CHECK(node_i->mouse_over); + CHECK_FALSE(node_i->mouse_over_self); + CHECK(node_j->mouse_over); + CHECK(node_j->mouse_over_self); + SIGNAL_CHECK_FALSE(SNAME("mouse_entered")); + SIGNAL_CHECK_FALSE(SNAME("mouse_exited")); + + CHECK_FALSE(node_h->invalid_order); + CHECK_FALSE(node_i->invalid_order); + CHECK_FALSE(node_j->invalid_order); + + node_i->set_mouse_filter(Control::MOUSE_FILTER_STOP); + node_j->set_mouse_filter(Control::MOUSE_FILTER_STOP); + + SIGNAL_UNWATCH(node_i, SNAME("mouse_entered")); + SIGNAL_UNWATCH(node_i, SNAME("mouse_exited")); + } + + SUBCASE("[Viewport][GuiInputEvent] Mouse Enter/Exit notification when removing the hovered Control.") { + SIGNAL_WATCH(node_h, SNAME("mouse_entered")); + SIGNAL_WATCH(node_h, SNAME("mouse_exited")); + Array signal_args; + signal_args.push_back(Array()); + + node_i->set_mouse_filter(Control::MOUSE_FILTER_PASS); + node_j->set_mouse_filter(Control::MOUSE_FILTER_PASS); + + // Move to Control node_j. + SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE); + CHECK(node_h->mouse_over); + CHECK_FALSE(node_h->mouse_over_self); + CHECK(node_i->mouse_over); + CHECK_FALSE(node_i->mouse_over_self); + CHECK(node_j->mouse_over); + CHECK(node_j->mouse_over_self); + SIGNAL_CHECK(SNAME("mouse_entered"), signal_args); + SIGNAL_CHECK_FALSE(SNAME("mouse_exited")); + + // Remove node_i from the tree. node_i and node_j should receive Mouse Exit. node_h should not receive any new signals. + node_h->remove_child(node_i); + CHECK(node_h->mouse_over); + CHECK_FALSE(node_h->mouse_over_self); + CHECK_FALSE(node_i->mouse_over); + CHECK_FALSE(node_i->mouse_over_self); + CHECK_FALSE(node_j->mouse_over); + CHECK_FALSE(node_j->mouse_over_self); + SIGNAL_CHECK_FALSE(SNAME("mouse_entered")); + SIGNAL_CHECK_FALSE(SNAME("mouse_exited")); + + // Add node_i to the tree and update the mouse. node_i and node_j should receive Mouse Enter. node_h should not receive any new signals. + node_h->add_child(node_i); + SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE); + CHECK(node_h->mouse_over); + CHECK_FALSE(node_h->mouse_over_self); + CHECK(node_i->mouse_over); + CHECK_FALSE(node_i->mouse_over_self); + CHECK(node_j->mouse_over); + CHECK(node_j->mouse_over_self); + SIGNAL_CHECK_FALSE(SNAME("mouse_entered")); + SIGNAL_CHECK_FALSE(SNAME("mouse_exited")); + + CHECK_FALSE(node_h->invalid_order); + CHECK_FALSE(node_i->invalid_order); + CHECK_FALSE(node_j->invalid_order); + + node_i->set_mouse_filter(Control::MOUSE_FILTER_STOP); + node_j->set_mouse_filter(Control::MOUSE_FILTER_STOP); + + SIGNAL_UNWATCH(node_h, SNAME("mouse_entered")); + SIGNAL_UNWATCH(node_h, SNAME("mouse_exited")); + } + + SUBCASE("[Viewport][GuiInputEvent] Mouse Enter/Exit notification when hiding the hovered Control.") { + SIGNAL_WATCH(node_h, SNAME("mouse_entered")); + SIGNAL_WATCH(node_h, SNAME("mouse_exited")); + Array signal_args; + signal_args.push_back(Array()); + + node_i->set_mouse_filter(Control::MOUSE_FILTER_PASS); + node_j->set_mouse_filter(Control::MOUSE_FILTER_PASS); + + // Move to Control node_j. + SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE); + CHECK(node_h->mouse_over); + CHECK_FALSE(node_h->mouse_over_self); + CHECK(node_i->mouse_over); + CHECK_FALSE(node_i->mouse_over_self); + CHECK(node_j->mouse_over); + CHECK(node_j->mouse_over_self); + SIGNAL_CHECK(SNAME("mouse_entered"), signal_args); + SIGNAL_CHECK_FALSE(SNAME("mouse_exited")); + + // Hide node_i. node_i and node_j should receive Mouse Exit. node_h should not receive any new signals. + node_i->hide(); + CHECK(node_h->mouse_over); + CHECK_FALSE(node_h->mouse_over_self); + CHECK_FALSE(node_i->mouse_over); + CHECK_FALSE(node_i->mouse_over_self); + CHECK_FALSE(node_j->mouse_over); + CHECK_FALSE(node_j->mouse_over_self); + SIGNAL_CHECK_FALSE(SNAME("mouse_entered")); + SIGNAL_CHECK_FALSE(SNAME("mouse_exited")); + + // Show node_i and update the mouse. node_i and node_j should receive Mouse Enter. node_h should not receive any new signals. + node_i->show(); + SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE); + CHECK(node_h->mouse_over); + CHECK_FALSE(node_h->mouse_over_self); + CHECK(node_i->mouse_over); + CHECK_FALSE(node_i->mouse_over_self); + CHECK(node_j->mouse_over); + CHECK(node_j->mouse_over_self); + SIGNAL_CHECK_FALSE(SNAME("mouse_entered")); + SIGNAL_CHECK_FALSE(SNAME("mouse_exited")); + + CHECK_FALSE(node_h->invalid_order); + CHECK_FALSE(node_i->invalid_order); + CHECK_FALSE(node_j->invalid_order); + + node_i->set_mouse_filter(Control::MOUSE_FILTER_STOP); + node_j->set_mouse_filter(Control::MOUSE_FILTER_STOP); + + SIGNAL_UNWATCH(node_h, SNAME("mouse_entered")); + SIGNAL_UNWATCH(node_h, SNAME("mouse_exited")); } SUBCASE("[Viewport][GuiInputEvent] Window Mouse Enter/Exit signals.") { @@ -710,6 +1341,9 @@ TEST_CASE("[SceneTree][Viewport] Controls and InputEvent handling") { } } + memdelete(node_j); + memdelete(node_i); + memdelete(node_h); memdelete(node_g); memdelete(node_f); memdelete(node_e);