Minimize include dependencies of display_server.h
- Removes `native_menu.h` dependency from `display_server.h`. It's now forward-declared in all DisplayServer implementations and should be included in the .cpp's. - Removes some unused `rb_set.h` and `rb_map.h` dependencies, which leads to having to include them explicitly in half the scene and editor codebase... which shows how much we depend on `display_server.h`. - Forward-declare `input_event.h`, so now we need only `keyboard.h`.
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59 changed files with 334 additions and 167 deletions
55
tests/display_server_mock.cpp
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tests/display_server_mock.cpp
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/**************************************************************************/
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/* display_server_mock.cpp */
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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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#include "display_server_mock.h"
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#include "core/input/input.h"
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#include "core/input/input_event.h"
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#include "servers/rendering/dummy/rasterizer_dummy.h"
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DisplayServer *DisplayServerMock::create_func(const String &p_rendering_driver, DisplayServer::WindowMode p_mode, DisplayServer::VSyncMode p_vsync_mode, uint32_t p_flags, const Vector2i *p_position, const Vector2i &p_resolution, int p_screen, Context p_context, int64_t p_parent_window, Error &r_error) {
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r_error = OK;
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RasterizerDummy::make_current();
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return memnew(DisplayServerMock());
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}
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void DisplayServerMock::simulate_event(Ref<InputEvent> p_event) {
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Ref<InputEvent> event = p_event;
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Ref<InputEventMouse> me = p_event;
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if (me.is_valid()) {
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Ref<InputEventMouseMotion> mm = p_event;
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if (mm.is_valid()) {
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mm->set_relative(mm->get_position() - mouse_position);
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event = mm;
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}
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_set_mouse_position(me->get_position());
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}
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Input::get_singleton()->parse_input_event(event);
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}
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@ -32,8 +32,6 @@
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#include "servers/display/display_server_headless.h"
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#include "servers/rendering/dummy/rasterizer_dummy.h"
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// Specialized DisplayServer for unittests based on DisplayServerHeadless, that
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// additionally supports things like mouse enter/exit events and clipboard.
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class DisplayServerMock : public DisplayServerHeadless {
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@ -56,11 +54,7 @@ private:
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return drivers;
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}
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static DisplayServer *create_func(const String &p_rendering_driver, DisplayServer::WindowMode p_mode, DisplayServer::VSyncMode p_vsync_mode, uint32_t p_flags, const Vector2i *p_position, const Vector2i &p_resolution, int p_screen, Context p_context, int64_t p_parent_window, Error &r_error) {
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r_error = OK;
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RasterizerDummy::make_current();
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return memnew(DisplayServerMock());
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}
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static DisplayServer *create_func(const String &p_rendering_driver, DisplayServer::WindowMode p_mode, DisplayServer::VSyncMode p_vsync_mode, uint32_t p_flags, const Vector2i *p_position, const Vector2i &p_resolution, int p_screen, Context p_context, int64_t p_parent_window, Error &r_error);
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void _set_mouse_position(const Point2i &p_position) {
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if (mouse_position == p_position) {
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@ -105,19 +99,7 @@ public:
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// The events will be delivered to Godot's Input-system.
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// Mouse-events (Button & Motion) will additionally update the DisplayServer's mouse position.
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// For Mouse motion events, the `relative`-property is set based on the distance to the previous mouse position.
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void simulate_event(Ref<InputEvent> p_event) {
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Ref<InputEvent> event = p_event;
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Ref<InputEventMouse> me = p_event;
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if (me.is_valid()) {
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Ref<InputEventMouseMotion> mm = p_event;
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if (mm.is_valid()) {
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mm->set_relative(mm->get_position() - mouse_position);
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event = mm;
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}
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_set_mouse_position(me->get_position());
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}
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Input::get_singleton()->parse_input_event(event);
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}
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void simulate_event(Ref<InputEvent> p_event);
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// Returns the current cursor shape.
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CursorShape get_cursor_shape() {
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@ -31,6 +31,7 @@
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#include "test_main.h"
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#include "core/error/error_macros.h"
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#include "core/input/input.h"
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#include "core/io/dir_access.h"
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#include "modules/modules_enabled.gen.h"
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