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

Fix ui navigation break
Thaddeus Crews 5 months ago
parent
commit
a1e2dd15af
2 changed files with 852 additions and 77 deletions
  1. 56 69
      scene/gui/control.cpp
  2. 796 8
      tests/scene/test_control.h

+ 56 - 69
scene/gui/control.cpp

@@ -2054,7 +2054,7 @@ static Control *_next_control(Control *p_from) {
 		return nullptr; // Can't go above.
 		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) {
 	if (!parent) {
 		return nullptr;
 		return nullptr;
@@ -2077,21 +2077,21 @@ static Control *_next_control(Control *p_from) {
 
 
 Control *Control::find_next_valid_focus() const {
 Control *Control::find_next_valid_focus() const {
 	ERR_READ_THREAD_GUARD_V(nullptr);
 	ERR_READ_THREAD_GUARD_V(nullptr);
-	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;
-			}
+	// 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) {
 		// Find next child.
 		// Find next child.
 
 
 		Control *next_child = nullptr;
 		Control *next_child = nullptr;
@@ -2110,83 +2110,77 @@ Control *Control::find_next_valid_focus() const {
 			next_child = _next_control(from);
 			next_child = _next_control(from);
 			if (!next_child) { // Nothing else. Go up and find either window or subwindow.
 			if (!next_child) { // Nothing else. Go up and find either window or subwindow.
 				next_child = const_cast<Control *>(this);
 				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;
 			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;
 	return nullptr;
 }
 }
 
 
 static Control *_prev_control(Control *p_from) {
 static Control *_prev_control(Control *p_from) {
-	Control *child = nullptr;
 	for (int i = p_from->get_child_count() - 1; i >= 0; i--) {
 	for (int i = p_from->get_child_count() - 1; i >= 0; i--) {
 		Control *c = Object::cast_to<Control>(p_from->get_child(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()) {
 		if (!c || !c->is_visible_in_tree() || c->is_set_as_top_level()) {
 			continue;
 			continue;
 		}
 		}
 
 
-		child = c;
-		break;
-	}
-
-	if (!child) {
-		return p_from;
+		// Find the last child as prev, try the same in the last child.
+		return _prev_control(c);
 	}
 	}
 
 
-	// 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 {
 Control *Control::find_prev_valid_focus() const {
 	ERR_READ_THREAD_GUARD_V(nullptr);
 	ERR_READ_THREAD_GUARD_V(nullptr);
-	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;
-			}
+	// 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) {
 		// Find prev child.
 		// Find prev child.
 
 
 		Control *prev_child = nullptr;
 		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.
 			// Find last of the children.
 
 
-			prev_child = _prev_control(from);
+			prev_child = _prev_control(from); // Wrap start here.
 
 
 		} else {
 		} else {
 			for (int i = (from->get_index() - 1); i >= 0; i--) {
 			for (int i = (from->get_index() - 1); i >= 0; i--) {
@@ -2201,21 +2195,21 @@ Control *Control::find_prev_valid_focus() const {
 			}
 			}
 
 
 			if (!prev_child) {
 			if (!prev_child) {
-				prev_child = Object::cast_to<Control>(from->get_parent());
+				prev_child = from->data.parent_control;
 			} else {
 			} else {
 				prev_child = _prev_control(prev_child);
 				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->data.focus_mode == FOCUS_ALL) {
+			return prev_child;
 		}
 		}
 
 
-		if (prev_child->get_focus_mode() == FOCUS_ALL) {
-			return prev_child;
+		if (prev_child == from || prev_child == this) {
+			return nullptr; // Stuck in a loop with no prev control.
 		}
 		}
 
 
-		from = prev_child;
+		from = prev_child; // Try to find the prev control with focus mode FOCUS_ALL.
 	}
 	}
 
 
 	return nullptr;
 	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] + "'.");
 		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);
 		Control *c = Object::cast_to<Control>(n);
 		ERR_FAIL_NULL_V_MSG(c, nullptr, "Neighbor focus node is not a control: '" + n->get_name() + "'.");
 		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;
 			return c;
 		}
 		}
 
 

+ 796 - 8
tests/scene/test_control.h

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