/**************************************************************************/ /* 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 &p_event) override { Ref mb = p_event; if (mb.is_valid()) { last_mouse_button = mb->get_button_index(); return; } Ref 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