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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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+
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+ ctrl->hide();
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+ CHECK_UNARY_FALSE(ctrl->has_focus());
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+
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+ ctrl->show();
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+ CHECK_UNARY_FALSE(ctrl->has_focus());
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+ }
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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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+
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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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+
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+ ctrl->hide();
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+ CHECK_UNARY_FALSE(child_ctrl->has_focus());
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+
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+ ctrl->show();
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+ CHECK_UNARY_FALSE(child_ctrl->has_focus());
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+
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+ memdelete(child_ctrl);
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+ }
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+
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+ memdelete(ctrl);
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+}
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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 next") {
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+ ctrl->set_focus_next(ctrl->get_path_to(other_ctrl));
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+
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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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+
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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 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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+
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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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+
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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] Manually specify focus prev") {
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+ ctrl->set_focus_previous(ctrl->get_path_to(other_ctrl));
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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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 next") {
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+ ctrl->set_focus_next(ctrl->get_path_to(other_ctrl));
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+
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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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+
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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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+
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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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+
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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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+ }
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+ }
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+
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+ SUBCASE("[SceneTree][Control] Has a sibling control with FOCUS_NONE") {
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+ other_ctrl->set_focus_mode(Control::FocusMode::FOCUS_NONE);
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+ REQUIRE_EQ(other_ctrl->get_focus_mode(), Control::FocusMode::FOCUS_NONE);
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+
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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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+
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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 next") {
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+ ctrl->set_focus_next(ctrl->get_path_to(other_ctrl));
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+
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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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+
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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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+
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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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+
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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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+ memdelete(other_ctrl);
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+ }
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+ }
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+
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+ SUBCASE("[SceneTree][Control] In FOCUS_ALL mode") {
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+ ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL);
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+ REQUIRE_EQ(ctrl->get_focus_mode(), Control::FocusMode::FOCUS_ALL);
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+
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+ ctrl->grab_focus();
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+ REQUIRE_UNARY(ctrl->has_focus());
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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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 next") {
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+ ctrl->set_focus_next(ctrl->get_path_to(other_ctrl));
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+
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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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+
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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 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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+
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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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+
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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] Manually specify focus prev") {
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+ ctrl->set_focus_previous(ctrl->get_path_to(other_ctrl));
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+
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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());
|
|
|
+ }
|
|
|
+
|
|
|
+ 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);
|
|
|
}
|
|
|
|