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mirror of https://github.com/godotengine/godot.git synced 2025-12-31 18:41:20 +00:00

Merge pull request #101077 from Rindbee/fix-ui-navigation-break

Fix ui navigation break
This commit is contained in:
Thaddeus Crews
2025-03-05 12:07:56 -06:00
2 changed files with 853 additions and 78 deletions

View File

@@ -2054,7 +2054,7 @@ static Control *_next_control(Control *p_from) {
return nullptr; // Can't go above.
}
Control *parent = Object::cast_to<Control>(p_from->get_parent());
Control *parent = p_from->get_parent_control();
if (!parent) {
return nullptr;
@@ -2077,21 +2077,21 @@ static Control *_next_control(Control *p_from) {
Control *Control::find_next_valid_focus() const {
ERR_READ_THREAD_GUARD_V(nullptr);
// If the focus property is manually overwritten, attempt to use it.
if (!data.focus_next.is_empty()) {
Node *n = get_node_or_null(data.focus_next);
ERR_FAIL_NULL_V_MSG(n, nullptr, "Next focus node path is invalid: '" + data.focus_next + "'.");
Control *c = Object::cast_to<Control>(n);
ERR_FAIL_NULL_V_MSG(c, nullptr, "Next focus node is not a control: '" + n->get_name() + "'.");
if (c->is_visible_in_tree() && c->data.focus_mode != FOCUS_NONE) {
return c;
}
}
Control *from = const_cast<Control *>(this);
while (true) {
// If the focus property is manually overwritten, attempt to use it.
if (!data.focus_next.is_empty()) {
Node *n = get_node_or_null(data.focus_next);
ERR_FAIL_NULL_V_MSG(n, nullptr, "Next focus node path is invalid: '" + data.focus_next + "'.");
Control *c = Object::cast_to<Control>(n);
ERR_FAIL_NULL_V_MSG(c, nullptr, "Next focus node is not a control: '" + n->get_name() + "'.");
if (c->is_visible() && c->get_focus_mode() != FOCUS_NONE) {
return c;
}
}
// Find next child.
Control *next_child = nullptr;
@@ -2110,83 +2110,77 @@ Control *Control::find_next_valid_focus() const {
next_child = _next_control(from);
if (!next_child) { // Nothing else. Go up and find either window or subwindow.
next_child = const_cast<Control *>(this);
while (next_child && !next_child->is_set_as_top_level()) {
next_child = cast_to<Control>(next_child->get_parent());
}
if (!next_child) {
next_child = const_cast<Control *>(this);
while (next_child) {
if (next_child->data.RI) {
break;
}
next_child = next_child->get_parent_control();
while (next_child) {
if (next_child->is_set_as_top_level()) {
break;
}
if (next_child->data.RI) {
break;
}
next_child = next_child->data.parent_control;
}
}
}
if (next_child == from || next_child == this) { // No next control.
return (get_focus_mode() == FOCUS_ALL) ? next_child : nullptr;
}
if (next_child) {
if (next_child->get_focus_mode() == FOCUS_ALL) {
return next_child;
}
from = next_child;
} else {
if (!next_child) {
break;
}
if (next_child->data.focus_mode == FOCUS_ALL) {
return next_child;
}
if (next_child == from || next_child == this) {
return nullptr; // Stuck in a loop with no next control.
}
from = next_child; // Try to find the next control with focus mode FOCUS_ALL.
}
return nullptr;
}
static Control *_prev_control(Control *p_from) {
Control *child = nullptr;
for (int i = p_from->get_child_count() - 1; i >= 0; i--) {
Control *c = Object::cast_to<Control>(p_from->get_child(i));
if (!c || !c->is_visible_in_tree() || c->is_set_as_top_level()) {
continue;
}
child = c;
break;
// Find the last child as prev, try the same in the last child.
return _prev_control(c);
}
if (!child) {
return p_from;
}
// No prev in parent, try the same in parent.
return _prev_control(child);
return p_from; // Not found in the children, return itself.
}
Control *Control::find_prev_valid_focus() const {
ERR_READ_THREAD_GUARD_V(nullptr);
// If the focus property is manually overwritten, attempt to use it.
if (!data.focus_prev.is_empty()) {
Node *n = get_node_or_null(data.focus_prev);
ERR_FAIL_NULL_V_MSG(n, nullptr, "Previous focus node path is invalid: '" + data.focus_prev + "'.");
Control *c = Object::cast_to<Control>(n);
ERR_FAIL_NULL_V_MSG(c, nullptr, "Previous focus node is not a control: '" + n->get_name() + "'.");
if (c->is_visible_in_tree() && c->data.focus_mode != FOCUS_NONE) {
return c;
}
}
Control *from = const_cast<Control *>(this);
while (true) {
// If the focus property is manually overwritten, attempt to use it.
if (!data.focus_prev.is_empty()) {
Node *n = get_node_or_null(data.focus_prev);
ERR_FAIL_NULL_V_MSG(n, nullptr, "Previous focus node path is invalid: '" + data.focus_prev + "'.");
Control *c = Object::cast_to<Control>(n);
ERR_FAIL_NULL_V_MSG(c, nullptr, "Previous focus node is not a control: '" + n->get_name() + "'.");
if (c->is_visible() && c->get_focus_mode() != FOCUS_NONE) {
return c;
}
}
// Find prev child.
Control *prev_child = nullptr;
if (from->is_set_as_top_level() || !Object::cast_to<Control>(from->get_parent())) {
if (from->is_set_as_top_level() || !from->data.parent_control) {
// Find last of the children.
prev_child = _prev_control(from);
prev_child = _prev_control(from); // Wrap start here.
} else {
for (int i = (from->get_index() - 1); i >= 0; i--) {
@@ -2201,21 +2195,21 @@ Control *Control::find_prev_valid_focus() const {
}
if (!prev_child) {
prev_child = Object::cast_to<Control>(from->get_parent());
prev_child = from->data.parent_control;
} else {
prev_child = _prev_control(prev_child);
}
}
if (prev_child == from || prev_child == this) { // No prev control.
return (get_focus_mode() == FOCUS_ALL) ? prev_child : nullptr;
}
if (prev_child->get_focus_mode() == FOCUS_ALL) {
if (prev_child->data.focus_mode == FOCUS_ALL) {
return prev_child;
}
from = prev_child;
if (prev_child == from || prev_child == this) {
return nullptr; // Stuck in a loop with no prev control.
}
from = prev_child; // Try to find the prev control with focus mode FOCUS_ALL.
}
return nullptr;
@@ -2266,14 +2260,7 @@ Control *Control::_get_focus_neighbor(Side p_side, int p_count) {
ERR_FAIL_NULL_V_MSG(n, nullptr, "Neighbor focus node path is invalid: '" + data.focus_neighbor[p_side] + "'.");
Control *c = Object::cast_to<Control>(n);
ERR_FAIL_NULL_V_MSG(c, nullptr, "Neighbor focus node is not a control: '" + n->get_name() + "'.");
bool valid = true;
if (!c->is_visible()) {
valid = false;
}
if (c->get_focus_mode() == FOCUS_NONE) {
valid = false;
}
if (valid) {
if (c->is_visible_in_tree() && c->data.focus_mode != FOCUS_NONE) {
return c;
}

View File

@@ -31,6 +31,7 @@
#ifndef TEST_CONTROL_H
#define TEST_CONTROL_H
#include "scene/2d/node_2d.h"
#include "scene/gui/control.h"
#include "tests/test_macros.h"
@@ -66,7 +67,7 @@ TEST_CASE("[SceneTree][Control] Focus") {
SceneTree::get_singleton()->get_root()->add_child(ctrl);
SUBCASE("[SceneTree][Control] Default focus") {
CHECK_FALSE(ctrl->has_focus());
CHECK_UNARY_FALSE(ctrl->has_focus());
}
SUBCASE("[SceneTree][Control] Can't grab focus with default focus mode") {
@@ -74,41 +75,828 @@ TEST_CASE("[SceneTree][Control] Focus") {
ctrl->grab_focus();
ERR_PRINT_ON
CHECK_FALSE(ctrl->has_focus());
CHECK_UNARY_FALSE(ctrl->has_focus());
}
SUBCASE("[SceneTree][Control] Can grab focus") {
ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL);
ctrl->grab_focus();
CHECK(ctrl->has_focus());
CHECK_UNARY(ctrl->has_focus());
}
SUBCASE("[SceneTree][Control] Can release focus") {
ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL);
ctrl->grab_focus();
CHECK(ctrl->has_focus());
CHECK_UNARY(ctrl->has_focus());
ctrl->release_focus();
CHECK_FALSE(ctrl->has_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(ctrl->has_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(other_ctrl->has_focus());
CHECK_FALSE(ctrl->has_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") {
Control *ctrl = memnew(Control);
SceneTree::get_singleton()->get_root()->add_child(ctrl);
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);
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] 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);
}