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Merge pull request #101077 from Rindbee/fix-ui-navigation-break
Fix ui navigation break
This commit is contained in:
@@ -2054,7 +2054,7 @@ static Control *_next_control(Control *p_from) {
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return nullptr; // Can't go above.
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}
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Control *parent = Object::cast_to<Control>(p_from->get_parent());
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Control *parent = p_from->get_parent_control();
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if (!parent) {
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return nullptr;
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@@ -2077,21 +2077,21 @@ static Control *_next_control(Control *p_from) {
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Control *Control::find_next_valid_focus() const {
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ERR_READ_THREAD_GUARD_V(nullptr);
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// If the focus property is manually overwritten, attempt to use it.
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if (!data.focus_next.is_empty()) {
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Node *n = get_node_or_null(data.focus_next);
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ERR_FAIL_NULL_V_MSG(n, nullptr, "Next focus node path is invalid: '" + data.focus_next + "'.");
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Control *c = Object::cast_to<Control>(n);
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ERR_FAIL_NULL_V_MSG(c, nullptr, "Next focus node is not a control: '" + n->get_name() + "'.");
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if (c->is_visible_in_tree() && c->data.focus_mode != FOCUS_NONE) {
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return c;
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}
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}
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Control *from = const_cast<Control *>(this);
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while (true) {
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// If the focus property is manually overwritten, attempt to use it.
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if (!data.focus_next.is_empty()) {
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Node *n = get_node_or_null(data.focus_next);
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ERR_FAIL_NULL_V_MSG(n, nullptr, "Next focus node path is invalid: '" + data.focus_next + "'.");
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Control *c = Object::cast_to<Control>(n);
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ERR_FAIL_NULL_V_MSG(c, nullptr, "Next focus node is not a control: '" + n->get_name() + "'.");
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if (c->is_visible() && c->get_focus_mode() != FOCUS_NONE) {
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return c;
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}
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}
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// Find next child.
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Control *next_child = nullptr;
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@@ -2110,83 +2110,77 @@ Control *Control::find_next_valid_focus() const {
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next_child = _next_control(from);
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if (!next_child) { // Nothing else. Go up and find either window or subwindow.
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next_child = const_cast<Control *>(this);
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while (next_child && !next_child->is_set_as_top_level()) {
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next_child = cast_to<Control>(next_child->get_parent());
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}
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if (!next_child) {
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next_child = const_cast<Control *>(this);
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while (next_child) {
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if (next_child->data.RI) {
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break;
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}
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next_child = next_child->get_parent_control();
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while (next_child) {
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if (next_child->is_set_as_top_level()) {
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break;
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}
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if (next_child->data.RI) {
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break;
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}
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next_child = next_child->data.parent_control;
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}
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}
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}
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if (next_child == from || next_child == this) { // No next control.
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return (get_focus_mode() == FOCUS_ALL) ? next_child : nullptr;
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}
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if (next_child) {
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if (next_child->get_focus_mode() == FOCUS_ALL) {
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return next_child;
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}
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from = next_child;
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} else {
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if (!next_child) {
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break;
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}
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if (next_child->data.focus_mode == FOCUS_ALL) {
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return next_child;
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}
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if (next_child == from || next_child == this) {
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return nullptr; // Stuck in a loop with no next control.
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}
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from = next_child; // Try to find the next control with focus mode FOCUS_ALL.
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}
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return nullptr;
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}
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static Control *_prev_control(Control *p_from) {
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Control *child = nullptr;
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for (int i = p_from->get_child_count() - 1; i >= 0; i--) {
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Control *c = Object::cast_to<Control>(p_from->get_child(i));
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if (!c || !c->is_visible_in_tree() || c->is_set_as_top_level()) {
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continue;
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}
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child = c;
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break;
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// Find the last child as prev, try the same in the last child.
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return _prev_control(c);
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}
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if (!child) {
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return p_from;
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}
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// No prev in parent, try the same in parent.
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return _prev_control(child);
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return p_from; // Not found in the children, return itself.
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}
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Control *Control::find_prev_valid_focus() const {
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ERR_READ_THREAD_GUARD_V(nullptr);
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// If the focus property is manually overwritten, attempt to use it.
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if (!data.focus_prev.is_empty()) {
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Node *n = get_node_or_null(data.focus_prev);
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ERR_FAIL_NULL_V_MSG(n, nullptr, "Previous focus node path is invalid: '" + data.focus_prev + "'.");
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Control *c = Object::cast_to<Control>(n);
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ERR_FAIL_NULL_V_MSG(c, nullptr, "Previous focus node is not a control: '" + n->get_name() + "'.");
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if (c->is_visible_in_tree() && c->data.focus_mode != FOCUS_NONE) {
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return c;
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}
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}
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Control *from = const_cast<Control *>(this);
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while (true) {
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// If the focus property is manually overwritten, attempt to use it.
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if (!data.focus_prev.is_empty()) {
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Node *n = get_node_or_null(data.focus_prev);
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ERR_FAIL_NULL_V_MSG(n, nullptr, "Previous focus node path is invalid: '" + data.focus_prev + "'.");
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Control *c = Object::cast_to<Control>(n);
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ERR_FAIL_NULL_V_MSG(c, nullptr, "Previous focus node is not a control: '" + n->get_name() + "'.");
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if (c->is_visible() && c->get_focus_mode() != FOCUS_NONE) {
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return c;
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}
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}
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// Find prev child.
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Control *prev_child = nullptr;
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if (from->is_set_as_top_level() || !Object::cast_to<Control>(from->get_parent())) {
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if (from->is_set_as_top_level() || !from->data.parent_control) {
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// Find last of the children.
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prev_child = _prev_control(from);
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prev_child = _prev_control(from); // Wrap start here.
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} else {
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for (int i = (from->get_index() - 1); i >= 0; i--) {
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@@ -2201,21 +2195,21 @@ Control *Control::find_prev_valid_focus() const {
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}
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if (!prev_child) {
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prev_child = Object::cast_to<Control>(from->get_parent());
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prev_child = from->data.parent_control;
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} else {
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prev_child = _prev_control(prev_child);
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}
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}
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if (prev_child == from || prev_child == this) { // No prev control.
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return (get_focus_mode() == FOCUS_ALL) ? prev_child : nullptr;
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}
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if (prev_child->get_focus_mode() == FOCUS_ALL) {
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if (prev_child->data.focus_mode == FOCUS_ALL) {
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return prev_child;
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}
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from = prev_child;
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if (prev_child == from || prev_child == this) {
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return nullptr; // Stuck in a loop with no prev control.
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}
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from = prev_child; // Try to find the prev control with focus mode FOCUS_ALL.
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}
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return nullptr;
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@@ -2266,14 +2260,7 @@ Control *Control::_get_focus_neighbor(Side p_side, int p_count) {
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ERR_FAIL_NULL_V_MSG(n, nullptr, "Neighbor focus node path is invalid: '" + data.focus_neighbor[p_side] + "'.");
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Control *c = Object::cast_to<Control>(n);
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ERR_FAIL_NULL_V_MSG(c, nullptr, "Neighbor focus node is not a control: '" + n->get_name() + "'.");
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bool valid = true;
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if (!c->is_visible()) {
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valid = false;
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}
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if (c->get_focus_mode() == FOCUS_NONE) {
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valid = false;
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}
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if (valid) {
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if (c->is_visible_in_tree() && c->data.focus_mode != FOCUS_NONE) {
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return c;
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}
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@@ -31,6 +31,7 @@
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#ifndef TEST_CONTROL_H
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#define TEST_CONTROL_H
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#include "scene/2d/node_2d.h"
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#include "scene/gui/control.h"
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#include "tests/test_macros.h"
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@@ -66,7 +67,7 @@ TEST_CASE("[SceneTree][Control] Focus") {
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SceneTree::get_singleton()->get_root()->add_child(ctrl);
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SUBCASE("[SceneTree][Control] Default focus") {
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CHECK_FALSE(ctrl->has_focus());
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CHECK_UNARY_FALSE(ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Can't grab focus with default focus mode") {
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@@ -74,41 +75,828 @@ TEST_CASE("[SceneTree][Control] Focus") {
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ctrl->grab_focus();
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ERR_PRINT_ON
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CHECK_FALSE(ctrl->has_focus());
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CHECK_UNARY_FALSE(ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Can grab focus") {
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ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL);
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ctrl->grab_focus();
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CHECK(ctrl->has_focus());
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CHECK_UNARY(ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Can release focus") {
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ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL);
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ctrl->grab_focus();
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CHECK(ctrl->has_focus());
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CHECK_UNARY(ctrl->has_focus());
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ctrl->release_focus();
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CHECK_FALSE(ctrl->has_focus());
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CHECK_UNARY_FALSE(ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Only one can grab focus at the same time") {
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ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL);
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ctrl->grab_focus();
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CHECK(ctrl->has_focus());
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CHECK_UNARY(ctrl->has_focus());
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Control *other_ctrl = memnew(Control);
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SceneTree::get_singleton()->get_root()->add_child(other_ctrl);
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other_ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL);
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other_ctrl->grab_focus();
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CHECK(other_ctrl->has_focus());
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CHECK_FALSE(ctrl->has_focus());
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CHECK_UNARY(other_ctrl->has_focus());
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CHECK_UNARY_FALSE(ctrl->has_focus());
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memdelete(other_ctrl);
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}
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SUBCASE("[SceneTree][Control] Hide control will cause the focus to be released") {
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ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL);
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ctrl->grab_focus();
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CHECK_UNARY(ctrl->has_focus());
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ctrl->hide();
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CHECK_UNARY_FALSE(ctrl->has_focus());
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ctrl->show();
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CHECK_UNARY_FALSE(ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] The parent node is hidden causing the focus to be released") {
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Control *child_ctrl = memnew(Control);
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ctrl->add_child(child_ctrl);
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child_ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL);
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child_ctrl->grab_focus();
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CHECK_UNARY(child_ctrl->has_focus());
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ctrl->hide();
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CHECK_UNARY_FALSE(child_ctrl->has_focus());
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ctrl->show();
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CHECK_UNARY_FALSE(child_ctrl->has_focus());
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memdelete(child_ctrl);
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}
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memdelete(ctrl);
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}
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TEST_CASE("[SceneTree][Control] Find next/prev valid focus") {
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Control *ctrl = memnew(Control);
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SceneTree::get_singleton()->get_root()->add_child(ctrl);
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SUBCASE("[SceneTree][Control] In FOCUS_CLICK mode") {
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ctrl->set_focus_mode(Control::FocusMode::FOCUS_CLICK);
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ctrl->grab_focus();
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REQUIRE_UNARY(ctrl->has_focus());
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SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") {
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SEND_GUI_ACTION("ui_focus_next");
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CHECK_UNARY(ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") {
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SEND_GUI_ACTION("ui_focus_prev");
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CHECK_UNARY(ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Has a sibling control but the parent node is not a control") {
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Control *other_ctrl = memnew(Control);
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SceneTree::get_singleton()->get_root()->add_child(other_ctrl);
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SUBCASE("[SceneTree][Control] Has a sibling control with FOCUS_ALL") {
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other_ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL);
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REQUIRE_EQ(other_ctrl->get_focus_mode(), Control::FocusMode::FOCUS_ALL);
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SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") {
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SEND_GUI_ACTION("ui_focus_next");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") {
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SEND_GUI_ACTION("ui_focus_prev");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Manually specify focus next") {
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ctrl->set_focus_next(ctrl->get_path_to(other_ctrl));
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SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") {
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SEND_GUI_ACTION("ui_focus_next");
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CHECK_UNARY_FALSE(ctrl->has_focus());
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CHECK_UNARY(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") {
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SEND_GUI_ACTION("ui_focus_prev");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Manually specified focus next is hidden") {
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other_ctrl->hide();
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REQUIRE_UNARY_FALSE(other_ctrl->is_visible());
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SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") {
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SEND_GUI_ACTION("ui_focus_next");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") {
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SEND_GUI_ACTION("ui_focus_prev");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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}
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}
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SUBCASE("[SceneTree][Control] Manually specify focus prev") {
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ctrl->set_focus_previous(ctrl->get_path_to(other_ctrl));
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SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") {
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SEND_GUI_ACTION("ui_focus_next");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") {
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SEND_GUI_ACTION("ui_focus_prev");
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CHECK_UNARY_FALSE(ctrl->has_focus());
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CHECK_UNARY(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Manually specified focus next is hidden") {
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other_ctrl->hide();
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REQUIRE_UNARY_FALSE(other_ctrl->is_visible());
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SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") {
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SEND_GUI_ACTION("ui_focus_next");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") {
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SEND_GUI_ACTION("ui_focus_prev");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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}
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}
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}
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SUBCASE("[SceneTree][Control] Has a sibling control with FOCUS_CLICK") {
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other_ctrl->set_focus_mode(Control::FocusMode::FOCUS_CLICK);
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REQUIRE_EQ(other_ctrl->get_focus_mode(), Control::FocusMode::FOCUS_CLICK);
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SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") {
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SEND_GUI_ACTION("ui_focus_next");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") {
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SEND_GUI_ACTION("ui_focus_prev");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Manually specify focus next") {
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ctrl->set_focus_next(ctrl->get_path_to(other_ctrl));
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SUBCASE("[SceneTree][Control] Simulate ui_focus_next action") {
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SEND_GUI_ACTION("ui_focus_next");
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CHECK_UNARY_FALSE(ctrl->has_focus());
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CHECK_UNARY(other_ctrl->has_focus());
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}
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SUBCASE("[SceneTree][Control] Simulate ui_focus_prev action") {
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SEND_GUI_ACTION("ui_focus_prev");
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CHECK_UNARY(ctrl->has_focus());
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CHECK_UNARY_FALSE(other_ctrl->has_focus());
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}
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}
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SUBCASE("[SceneTree][Control] Manually specify focus prev") {
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ctrl->set_focus_previous(ctrl->get_path_to(other_ctrl));
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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);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user