/**************************************************************************/ /* test_control.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /**************************************************************************/ #pragma once #include "scene/2d/node_2d.h" #include "scene/gui/control.h" #include "tests/test_macros.h" namespace TestControl { TEST_CASE("[SceneTree][Control] Transforms") { SUBCASE("[Control][Global Transform] Global Transform should be accessible while not in SceneTree.") { // GH-79453 Control *test_node = memnew(Control); Control *test_child = memnew(Control); test_node->add_child(test_child); test_node->set_global_position(Point2(1, 1)); CHECK_EQ(test_node->get_global_position(), Point2(1, 1)); CHECK_EQ(test_child->get_global_position(), Point2(1, 1)); test_node->set_global_position(Point2(2, 2)); CHECK_EQ(test_node->get_global_position(), Point2(2, 2)); test_node->set_scale(Vector2(4, 4)); CHECK_EQ(test_node->get_global_transform(), Transform2D(0, Size2(4, 4), 0, Vector2(2, 2))); test_node->set_scale(Vector2(1, 1)); test_node->set_rotation_degrees(90); CHECK_EQ(test_node->get_global_transform(), Transform2D(Math::PI / 2, Vector2(2, 2))); test_node->set_pivot_offset(Vector2(1, 0)); CHECK_EQ(test_node->get_global_transform(), Transform2D(Math::PI / 2, Vector2(3, 1))); memdelete(test_child); memdelete(test_node); } } TEST_CASE("[SceneTree][Control] Focus") { Control *ctrl = memnew(Control); SceneTree::get_singleton()->get_root()->add_child(ctrl); SUBCASE("[SceneTree][Control] Default focus") { CHECK_UNARY_FALSE(ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Can't grab focus with default focus mode") { ERR_PRINT_OFF ctrl->grab_focus(); ERR_PRINT_ON CHECK_UNARY_FALSE(ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Can grab focus") { ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL); ctrl->grab_focus(); CHECK_UNARY(ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Can release focus") { ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL); ctrl->grab_focus(); CHECK_UNARY(ctrl->has_focus()); ctrl->release_focus(); CHECK_UNARY_FALSE(ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Only one can grab focus at the same time") { ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL); ctrl->grab_focus(); CHECK_UNARY(ctrl->has_focus()); Control *other_ctrl = memnew(Control); SceneTree::get_singleton()->get_root()->add_child(other_ctrl); other_ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL); other_ctrl->grab_focus(); CHECK_UNARY(other_ctrl->has_focus()); CHECK_UNARY_FALSE(ctrl->has_focus()); memdelete(other_ctrl); } SUBCASE("[SceneTree][Control] Hide control will cause the focus to be released") { ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL); ctrl->grab_focus(); CHECK_UNARY(ctrl->has_focus()); ctrl->hide(); CHECK_UNARY_FALSE(ctrl->has_focus()); ctrl->show(); CHECK_UNARY_FALSE(ctrl->has_focus()); } SUBCASE("[SceneTree][Control] The parent node is hidden causing the focus to be released") { Control *child_ctrl = memnew(Control); ctrl->add_child(child_ctrl); child_ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL); child_ctrl->grab_focus(); CHECK_UNARY(child_ctrl->has_focus()); ctrl->hide(); CHECK_UNARY_FALSE(child_ctrl->has_focus()); ctrl->show(); CHECK_UNARY_FALSE(child_ctrl->has_focus()); memdelete(child_ctrl); } memdelete(ctrl); } TEST_CASE("[SceneTree][Control] Find next/prev valid focus") { Node *intermediate = memnew(Node); Control *ctrl = memnew(Control); intermediate->add_child(ctrl); SceneTree::get_singleton()->get_root()->add_child(intermediate); SUBCASE("[SceneTree][Control] In FOCUS_CLICK mode") { ctrl->set_focus_mode(Control::FocusMode::FOCUS_CLICK); ctrl->grab_focus(); REQUIRE_UNARY(ctrl->has_focus()); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Has a sibling control but the parent node is not a control") { Control *other_ctrl = memnew(Control); intermediate->add_child(other_ctrl); SUBCASE("[SceneTree][Control] Has a sibling control with FOCUS_ALL") { other_ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL); REQUIRE_EQ(other_ctrl->get_focus_mode(), Control::FocusMode::FOCUS_ALL); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Manually specify focus next") { ctrl->set_focus_next(ctrl->get_path_to(other_ctrl)); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY_FALSE(ctrl->has_focus()); CHECK_UNARY(other_ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Manually specified focus next is hidden") { other_ctrl->hide(); REQUIRE_UNARY_FALSE(other_ctrl->is_visible()); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } } } SUBCASE("[SceneTree][Control] Manually specify focus prev") { ctrl->set_focus_previous(ctrl->get_path_to(other_ctrl)); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY_FALSE(ctrl->has_focus()); CHECK_UNARY(other_ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Manually specified focus next is hidden") { other_ctrl->hide(); REQUIRE_UNARY_FALSE(other_ctrl->is_visible()); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } } } } SUBCASE("[SceneTree][Control] Has a sibling control with FOCUS_CLICK") { other_ctrl->set_focus_mode(Control::FocusMode::FOCUS_CLICK); REQUIRE_EQ(other_ctrl->get_focus_mode(), Control::FocusMode::FOCUS_CLICK); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Manually specify focus next") { ctrl->set_focus_next(ctrl->get_path_to(other_ctrl)); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY_FALSE(ctrl->has_focus()); CHECK_UNARY(other_ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } } SUBCASE("[SceneTree][Control] Manually specify focus prev") { ctrl->set_focus_previous(ctrl->get_path_to(other_ctrl)); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY_FALSE(ctrl->has_focus()); CHECK_UNARY(other_ctrl->has_focus()); } } } SUBCASE("[SceneTree][Control] Has a sibling control with FOCUS_NONE") { other_ctrl->set_focus_mode(Control::FocusMode::FOCUS_NONE); REQUIRE_EQ(other_ctrl->get_focus_mode(), Control::FocusMode::FOCUS_NONE); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Manually specify focus next") { ctrl->set_focus_next(ctrl->get_path_to(other_ctrl)); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } } SUBCASE("[SceneTree][Control] Manually specify focus prev") { ctrl->set_focus_previous(ctrl->get_path_to(other_ctrl)); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } } } memdelete(other_ctrl); } } SUBCASE("[SceneTree][Control] In FOCUS_ALL mode") { ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL); REQUIRE_EQ(ctrl->get_focus_mode(), Control::FocusMode::FOCUS_ALL); ctrl->grab_focus(); REQUIRE_UNARY(ctrl->has_focus()); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Has a sibling control but the parent node is not a control") { Control *other_ctrl = memnew(Control); SceneTree::get_singleton()->get_root()->add_child(other_ctrl); SUBCASE("[SceneTree][Control] Has a sibling control with FOCUS_ALL") { other_ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL); REQUIRE_EQ(other_ctrl->get_focus_mode(), Control::FocusMode::FOCUS_ALL); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Manually specify focus next") { ctrl->set_focus_next(ctrl->get_path_to(other_ctrl)); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY_FALSE(ctrl->has_focus()); CHECK_UNARY(other_ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Manually specified focus next is hidden") { other_ctrl->hide(); REQUIRE_UNARY_FALSE(other_ctrl->is_visible()); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } } } SUBCASE("[SceneTree][Control] Manually specify focus prev") { ctrl->set_focus_previous(ctrl->get_path_to(other_ctrl)); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY_FALSE(ctrl->has_focus()); CHECK_UNARY(other_ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Manually specified focus next is hidden") { other_ctrl->hide(); REQUIRE_UNARY_FALSE(other_ctrl->is_visible()); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } } } } SUBCASE("[SceneTree][Control] Has a sibling control with FOCUS_CLICK") { other_ctrl->set_focus_mode(Control::FocusMode::FOCUS_CLICK); REQUIRE_EQ(other_ctrl->get_focus_mode(), Control::FocusMode::FOCUS_CLICK); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Manually specify focus next") { ctrl->set_focus_next(ctrl->get_path_to(other_ctrl)); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY_FALSE(ctrl->has_focus()); CHECK_UNARY(other_ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } } SUBCASE("[SceneTree][Control] Manually specify focus prev") { ctrl->set_focus_previous(ctrl->get_path_to(other_ctrl)); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY_FALSE(ctrl->has_focus()); CHECK_UNARY(other_ctrl->has_focus()); } } } SUBCASE("[SceneTree][Control] Has a sibling control with FOCUS_NONE") { other_ctrl->set_focus_mode(Control::FocusMode::FOCUS_NONE); REQUIRE_EQ(other_ctrl->get_focus_mode(), Control::FocusMode::FOCUS_NONE); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Manually specify focus next") { ctrl->set_focus_next(ctrl->get_path_to(other_ctrl)); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } } SUBCASE("[SceneTree][Control] Manually specify focus prev") { ctrl->set_focus_previous(ctrl->get_path_to(other_ctrl)); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl->has_focus()); CHECK_UNARY_FALSE(other_ctrl->has_focus()); } } } memdelete(other_ctrl); } SUBCASE("[SceneTree][Control] Simple control tree") { Control *ctrl_0 = memnew(Control); Control *ctrl_1 = memnew(Control); Node2D *node_2d_2 = memnew(Node2D); ctrl->add_child(ctrl_0); ctrl->add_child(ctrl_1); ctrl->add_child(node_2d_2); ctrl_0->set_focus_mode(Control::FocusMode::FOCUS_ALL); ctrl_1->set_focus_mode(Control::FocusMode::FOCUS_ALL); REQUIRE_EQ(ctrl_0->get_focus_mode(), Control::FocusMode::FOCUS_ALL); REQUIRE_EQ(ctrl_1->get_focus_mode(), Control::FocusMode::FOCUS_ALL); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl_0->has_focus()); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl_1->has_focus()); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl->has_focus()); } } } SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl_1->has_focus()); SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl_0->has_focus()); SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl->has_focus()); } } } SUBCASE("[SceneTree][Control] Skip next hidden control") { ctrl_0->hide(); REQUIRE_UNARY_FALSE(ctrl_0->is_visible()); SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY_FALSE(ctrl_0->has_focus()); CHECK_UNARY(ctrl_1->has_focus()); } SUBCASE("[SceneTree][Control] Skip next control with FOCUS_NONE") { ctrl_0->set_focus_mode(Control::FocusMode::FOCUS_NONE); REQUIRE_EQ(ctrl_0->get_focus_mode(), Control::FocusMode::FOCUS_NONE); SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY_FALSE(ctrl_0->has_focus()); CHECK_UNARY(ctrl_1->has_focus()); } SUBCASE("[SceneTree][Control] Skip next control with FOCUS_CLICK") { ctrl_0->set_focus_mode(Control::FocusMode::FOCUS_CLICK); REQUIRE_EQ(ctrl_0->get_focus_mode(), Control::FocusMode::FOCUS_CLICK); SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY_FALSE(ctrl_0->has_focus()); CHECK_UNARY(ctrl_1->has_focus()); } SUBCASE("[SceneTree][Control] Skip next top level control") { ctrl_0->set_as_top_level(true); REQUIRE_UNARY(ctrl_0->is_set_as_top_level()); SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY_FALSE(ctrl_0->has_focus()); CHECK_UNARY(ctrl_1->has_focus()); } SUBCASE("[SceneTree][Control] Skip prev hidden control") { ctrl_1->hide(); REQUIRE_UNARY_FALSE(ctrl_1->is_visible()); SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY_FALSE(ctrl_1->has_focus()); CHECK_UNARY(ctrl_0->has_focus()); } SUBCASE("[SceneTree][Control] Skip prev control with FOCUS_NONE") { ctrl_1->set_focus_mode(Control::FocusMode::FOCUS_NONE); REQUIRE_EQ(ctrl_1->get_focus_mode(), Control::FocusMode::FOCUS_NONE); SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY_FALSE(ctrl_1->has_focus()); CHECK_UNARY(ctrl_0->has_focus()); } SUBCASE("[SceneTree][Control] Skip prev control with FOCUS_CLICK") { ctrl_1->set_focus_mode(Control::FocusMode::FOCUS_CLICK); REQUIRE_EQ(ctrl_1->get_focus_mode(), Control::FocusMode::FOCUS_CLICK); SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY_FALSE(ctrl_1->has_focus()); CHECK_UNARY(ctrl_0->has_focus()); } SUBCASE("[SceneTree][Control] Skip prev top level control") { ctrl_1->set_as_top_level(true); REQUIRE_UNARY(ctrl_1->is_set_as_top_level()); SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY_FALSE(ctrl_1->has_focus()); CHECK_UNARY(ctrl_0->has_focus()); } SUBCASE("[SceneTree][Control] Add more node controls") { Control *ctrl_0_0 = memnew(Control); Control *ctrl_0_1 = memnew(Control); Control *ctrl_0_2 = memnew(Control); ctrl_0->add_child(ctrl_0_0); ctrl_0->add_child(ctrl_0_1); ctrl_0->add_child(ctrl_0_2); ctrl_0_0->set_focus_mode(Control::FocusMode::FOCUS_ALL); ctrl_0_1->set_focus_mode(Control::FocusMode::FOCUS_ALL); ctrl_0_2->set_focus_mode(Control::FocusMode::FOCUS_ALL); Control *ctrl_1_0 = memnew(Control); Control *ctrl_1_1 = memnew(Control); Control *ctrl_1_2 = memnew(Control); ctrl_1->add_child(ctrl_1_0); ctrl_1->add_child(ctrl_1_1); ctrl_1->add_child(ctrl_1_2); ctrl_1_0->set_focus_mode(Control::FocusMode::FOCUS_ALL); ctrl_1_1->set_focus_mode(Control::FocusMode::FOCUS_ALL); ctrl_1_2->set_focus_mode(Control::FocusMode::FOCUS_ALL); Control *ctrl_2_0 = memnew(Control); Control *ctrl_2_1 = memnew(Control); Control *ctrl_2_2 = memnew(Control); node_2d_2->add_child(ctrl_2_0); node_2d_2->add_child(ctrl_2_1); node_2d_2->add_child(ctrl_2_2); ctrl_2_0->set_focus_mode(Control::FocusMode::FOCUS_ALL); ctrl_2_1->set_focus_mode(Control::FocusMode::FOCUS_ALL); ctrl_2_2->set_focus_mode(Control::FocusMode::FOCUS_ALL); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl_0->has_focus()); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl_0_0->has_focus()); } SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl->has_focus()); } } SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl_1_2->has_focus()); } SUBCASE("[SceneTree][Control] Exist top level tree") { ctrl_0->set_as_top_level(true); REQUIRE_UNARY(ctrl_0->is_set_as_top_level()); SUBCASE("[SceneTree][Control] Outside top level tree") { ctrl->grab_focus(); REQUIRE_UNARY(ctrl->has_focus()); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl_1->has_focus()); SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl->has_focus()); } } } SUBCASE("[SceneTree][Control] Inside top level tree") { ctrl_0->grab_focus(); REQUIRE_UNARY(ctrl_0->has_focus()); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl_0_0->has_focus()); SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl_0->has_focus()); } } SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl_0_2->has_focus()); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl_0->has_focus()); } } } SUBCASE("[SceneTree][Control] Manually specified focus next") { ctrl->set_focus_next(ctrl->get_path_to(ctrl_2_1)); ctrl_2_1->set_focus_next(ctrl_2_1->get_path_to(ctrl_1_0)); ctrl_1_0->set_focus_next(ctrl_1_0->get_path_to(ctrl_0)); ctrl_0->set_focus_next(ctrl_0->get_path_to(ctrl)); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl_2_1->has_focus()); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl_1_0->has_focus()); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl_0->has_focus()); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl_0_2->has_focus()); } } SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl_1->has_focus()); } } SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl_2_1->has_focus()); } } SUBCASE("[SceneTree][Control] The parent node is not visible") { node_2d_2->hide(); REQUIRE_UNARY(ctrl_2_1->is_visible()); REQUIRE_UNARY_FALSE(ctrl_2_1->is_visible_in_tree()); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY_FALSE(ctrl->has_focus()); CHECK_UNARY_FALSE(ctrl_2_1->has_focus()); CHECK_UNARY_FALSE(ctrl_0->has_focus()); CHECK_UNARY(ctrl_1->has_focus()); } } } SUBCASE("[SceneTree][Control] Manually specified focus prev") { ctrl->set_focus_previous(ctrl->get_path_to(ctrl_0_2)); ctrl_0_2->set_focus_previous(ctrl_0_2->get_path_to(ctrl_1_1)); ctrl_1_1->set_focus_previous(ctrl_1_1->get_path_to(ctrl_2_0)); ctrl_2_0->set_focus_previous(ctrl_2_0->get_path_to(ctrl)); SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl_0_2->has_focus()); SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl_1_1->has_focus()); SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl_2_0->has_focus()); SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl->has_focus()); } SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl_2_0->has_focus()); } } SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl_1_2->has_focus()); } } SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl_0->has_focus()); } } SUBCASE("[SceneTree][Control] The parent node is not visible") { ctrl_0->hide(); REQUIRE_UNARY(ctrl_0_2->is_visible()); REQUIRE_UNARY_FALSE(ctrl_0_2->is_visible_in_tree()); SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY_FALSE(ctrl->has_focus()); CHECK_UNARY_FALSE(ctrl_0_2->has_focus()); CHECK_UNARY(ctrl_1_2->has_focus()); } } } } SUBCASE("[SceneTree][Control] Exist hidden control tree") { ctrl_0->hide(); REQUIRE_UNARY_FALSE(ctrl_0->is_visible()); SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") { SEND_GUI_ACTION("ui_focus_next"); CHECK_UNARY(ctrl_1->has_focus()); SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") { SEND_GUI_ACTION("ui_focus_prev"); CHECK_UNARY(ctrl->has_focus()); } } } memdelete(ctrl_2_2); memdelete(ctrl_2_1); memdelete(ctrl_2_0); memdelete(ctrl_1_2); memdelete(ctrl_1_1); memdelete(ctrl_1_0); memdelete(ctrl_0_2); memdelete(ctrl_0_1); memdelete(ctrl_0_0); } memdelete(node_2d_2); memdelete(ctrl_1); memdelete(ctrl_0); } } memdelete(ctrl); memdelete(intermediate); } TEST_CASE("[SceneTree][Control] Anchoring") { Control *test_control = memnew(Control); Control *test_child = memnew(Control); test_control->add_child(test_child); test_control->set_size(Size2(2, 2)); Window *root = SceneTree::get_singleton()->get_root(); root->add_child(test_control); SUBCASE("Anchoring without offsets") { test_child->set_anchor(SIDE_RIGHT, 0.75); test_child->set_anchor(SIDE_BOTTOM, 0.1); CHECK_MESSAGE( test_child->get_size().is_equal_approx(Vector2(1.5, 0.2)), "With no LEFT or TOP anchors, positive RIGHT and BOTTOM anchors should be proportional to the size."); CHECK_MESSAGE( test_child->get_position().is_equal_approx(Vector2(0, 0)), "With positive RIGHT and BOTTOM anchors set and no LEFT or TOP anchors, the position should not change."); test_child->set_anchor(SIDE_LEFT, 0.5); test_child->set_anchor(SIDE_TOP, 0.01); CHECK_MESSAGE( test_child->get_size().is_equal_approx(Vector2(0.5, 0.18)), "With all anchors set, the size should fit between all four anchors."); CHECK_MESSAGE( test_child->get_position().is_equal_approx(Vector2(1, 0.02)), "With all anchors set, the LEFT and TOP anchors should proportional to the position."); } SUBCASE("Anchoring with offsets") { test_child->set_offset(SIDE_RIGHT, 0.33); test_child->set_offset(SIDE_BOTTOM, 0.2); CHECK_MESSAGE( test_child->get_size().is_equal_approx(Vector2(0.33, 0.2)), "With no anchors or LEFT or TOP offsets set, the RIGHT and BOTTOM offsets should be equal to size."); CHECK_MESSAGE( test_child->get_position().is_equal_approx(Vector2(0, 0)), "With only positive RIGHT and BOTTOM offsets set, the position should not change."); test_child->set_offset(SIDE_LEFT, 0.1); test_child->set_offset(SIDE_TOP, 0.05); CHECK_MESSAGE( test_child->get_size().is_equal_approx(Vector2(0.23, 0.15)), "With no anchors set, the size should fit between all four offsets."); CHECK_MESSAGE( test_child->get_position().is_equal_approx(Vector2(0.1, 0.05)), "With no anchors set, the LEFT and TOP offsets should be equal to the position."); test_child->set_anchor(SIDE_RIGHT, 0.5); test_child->set_anchor(SIDE_BOTTOM, 0.3); test_child->set_anchor(SIDE_LEFT, 0.2); test_child->set_anchor(SIDE_TOP, 0.1); CHECK_MESSAGE( test_child->get_size().is_equal_approx(Vector2(0.83, 0.55)), "Anchors adjust size first then it is affected by offsets."); CHECK_MESSAGE( test_child->get_position().is_equal_approx(Vector2(0.5, 0.25)), "Anchors adjust positions first then it is affected by offsets."); test_child->set_offset(SIDE_RIGHT, -0.1); test_child->set_offset(SIDE_BOTTOM, -0.01); test_child->set_offset(SIDE_LEFT, -0.33); test_child->set_offset(SIDE_TOP, -0.16); CHECK_MESSAGE( test_child->get_size().is_equal_approx(Vector2(0.83, 0.55)), "Keeping offset distance equal when changing offsets, keeps size equal."); CHECK_MESSAGE( test_child->get_position().is_equal_approx(Vector2(0.07, 0.04)), "Negative offsets move position in top left direction."); } SUBCASE("Anchoring is preserved on parent size changed") { test_child->set_offset(SIDE_RIGHT, -0.05); test_child->set_offset(SIDE_BOTTOM, 0.1); test_child->set_offset(SIDE_LEFT, 0.05); test_child->set_offset(SIDE_TOP, 0.1); test_child->set_anchor(SIDE_RIGHT, 0.3); test_child->set_anchor(SIDE_BOTTOM, 0.85); test_child->set_anchor(SIDE_LEFT, 0.2); test_child->set_anchor(SIDE_TOP, 0.55); CHECK(test_child->get_rect().is_equal_approx( Rect2(Vector2(0.45, 1.2), Size2(0.1, 0.6)))); test_control->set_size(Size2(4, 1)); CHECK(test_child->get_rect().is_equal_approx( Rect2(Vector2(0.85, 0.65), Size2(0.3, 0.3)))); } memdelete(test_child); memdelete(test_control); } TEST_CASE("[SceneTree][Control] Set position does not cause size side-effects") { Control *test_control = memnew(Control); test_control->set_size(Size2(1, 1)); test_control->set_custom_minimum_size(Size2(2, 2)); Window *root = SceneTree::get_singleton()->get_root(); root->add_child(test_control); SUBCASE("Shrinks after setting position and smaller custom minimum size (without keeping offsets)") { test_control->set_position(Point2(10, 10), false); SceneTree::get_singleton()->process(0); test_control->set_custom_minimum_size(Size2(0, 0)); SceneTree::get_singleton()->process(0); CHECK_MESSAGE( test_control->get_size().is_equal_approx(Vector2(1, 1)), "Should shrink to original size after setting a smaller custom minimum size."); } SUBCASE("Shrinks after setting position and smaller custom minimum size (while keeping offsets)") { test_control->set_position(Point2(10, 10), true); SceneTree::get_singleton()->process(0); test_control->set_custom_minimum_size(Size2(0, 0)); SceneTree::get_singleton()->process(0); CHECK_MESSAGE( test_control->get_size().is_equal_approx(Vector2(1, 1)), "Should shrink to original size after setting a smaller custom minimum size."); } memdelete(test_control); } TEST_CASE("[SceneTree][Control] Custom minimum size") { Control *test_control = memnew(Control); test_control->set_custom_minimum_size(Size2(4, 2)); Window *root = SceneTree::get_singleton()->get_root(); root->add_child(test_control); CHECK_MESSAGE( test_control->get_size().is_equal_approx(Vector2(4, 2)), "Size increases to match custom minimum size."); test_control->set_size(Size2(5, 4)); CHECK_MESSAGE( test_control->get_size().is_equal_approx(Vector2(5, 4)), "Size does not change if above custom minimum size."); test_control->set_size(Size2(1, 1)); CHECK_MESSAGE( test_control->get_size().is_equal_approx(Vector2(4, 2)), "Size matches minimum size if set below custom minimum size."); test_control->set_size(Size2(3, 3)); CHECK_MESSAGE( test_control->get_size().is_equal_approx(Vector2(4, 3)), "Adjusts only x axis size if x is below custom minimum size."); test_control->set_size(Size2(10, 0.1)); CHECK_MESSAGE( test_control->get_size().is_equal_approx(Vector2(10, 2)), "Adjusts only y axis size if y is below custom minimum size."); memdelete(test_control); } TEST_CASE("[SceneTree][Control] Grow direction") { Control *test_control = memnew(Control); test_control->set_size(Size2(1, 1)); Window *root = SceneTree::get_singleton()->get_root(); root->add_child(test_control); SUBCASE("Defaults") { CHECK(test_control->get_h_grow_direction() == Control::GROW_DIRECTION_END); CHECK(test_control->get_v_grow_direction() == Control::GROW_DIRECTION_END); } SIGNAL_WATCH(test_control, SNAME("minimum_size_changed")) Array signal_args = { {} }; SUBCASE("Horizontal grow direction begin") { test_control->set_h_grow_direction(Control::GROW_DIRECTION_BEGIN); test_control->set_custom_minimum_size(Size2(2, 2)); SceneTree::get_singleton()->process(0); SIGNAL_CHECK("minimum_size_changed", signal_args) CHECK_MESSAGE( test_control->get_rect().is_equal_approx( Rect2(Vector2(-1, 0), Size2(2, 2))), "Expand leftwards."); } SUBCASE("Vertical grow direction begin") { test_control->set_v_grow_direction(Control::GROW_DIRECTION_BEGIN); test_control->set_custom_minimum_size(Size2(4, 3)); SceneTree::get_singleton()->process(0); SIGNAL_CHECK("minimum_size_changed", signal_args); CHECK_MESSAGE( test_control->get_rect().is_equal_approx( Rect2(Vector2(0, -2), Size2(4, 3))), "Expand upwards."); } SUBCASE("Horizontal grow direction end") { test_control->set_h_grow_direction(Control::GROW_DIRECTION_END); test_control->set_custom_minimum_size(Size2(5, 3)); SceneTree::get_singleton()->process(0); SIGNAL_CHECK("minimum_size_changed", signal_args); CHECK_MESSAGE( test_control->get_rect().is_equal_approx( Rect2(Vector2(0, 0), Size2(5, 3))), "Expand rightwards."); } SUBCASE("Vertical grow direction end") { test_control->set_v_grow_direction(Control::GROW_DIRECTION_END); test_control->set_custom_minimum_size(Size2(4, 4)); SceneTree::get_singleton()->process(0); SIGNAL_CHECK("minimum_size_changed", signal_args); CHECK_MESSAGE( test_control->get_rect().is_equal_approx( Rect2(Vector2(0, 0), Size2(4, 4))), "Expand downwards."); ; } SUBCASE("Horizontal grow direction both") { test_control->set_h_grow_direction(Control::GROW_DIRECTION_BOTH); test_control->set_custom_minimum_size(Size2(2, 4)); SceneTree::get_singleton()->process(0); SIGNAL_CHECK("minimum_size_changed", signal_args); CHECK_MESSAGE( test_control->get_rect().is_equal_approx( Rect2(Vector2(-0.5, 0), Size2(2, 4))), "Expand equally leftwards and rightwards."); } SUBCASE("Vertical grow direction both") { test_control->set_v_grow_direction(Control::GROW_DIRECTION_BOTH); test_control->set_custom_minimum_size(Size2(6, 3)); SceneTree::get_singleton()->process(0); SIGNAL_CHECK("minimum_size_changed", signal_args); CHECK_MESSAGE( test_control->get_rect().is_equal_approx( Rect2(Vector2(0, -1), Size2(6, 3))), "Expand equally upwards and downwards."); } memdelete(test_control); } } // namespace TestControl