godot/tests/scene/test_control.h

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/**************************************************************************/
/* test_control.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef TEST_CONTROL_H
#define TEST_CONTROL_H
#include "scene/gui/control.h"
#include "tests/test_macros.h"
namespace TestControl {
TEST_CASE("[SceneTree][Control]") {
SUBCASE("[Control][Global Transform] Global Transform should be accessible while not in SceneTree.") { // GH-79453
Control *test_node = memnew(Control);
Control *test_child = memnew(Control);
test_node->add_child(test_child);
test_node->set_global_position(Point2(1, 1));
CHECK_EQ(test_node->get_global_position(), Point2(1, 1));
CHECK_EQ(test_child->get_global_position(), Point2(1, 1));
test_node->set_global_position(Point2(2, 2));
CHECK_EQ(test_node->get_global_position(), Point2(2, 2));
test_node->set_scale(Vector2(4, 4));
CHECK_EQ(test_node->get_global_transform(), Transform2D(0, Size2(4, 4), 0, Vector2(2, 2)));
test_node->set_scale(Vector2(1, 1));
test_node->set_rotation_degrees(90);
CHECK_EQ(test_node->get_global_transform(), Transform2D(Math_PI / 2, Vector2(2, 2)));
test_node->set_pivot_offset(Vector2(1, 0));
CHECK_EQ(test_node->get_global_transform(), Transform2D(Math_PI / 2, Vector2(3, 1)));
memdelete(test_child);
memdelete(test_node);
}
}
TEST_CASE("[SceneTree][Control] Focus") {
Control *ctrl = memnew(Control);
SceneTree::get_singleton()->get_root()->add_child(ctrl);
SUBCASE("[SceneTree][Control] Default focus") {
CHECK_FALSE(ctrl->has_focus());
}
SUBCASE("[SceneTree][Control] Can't grab focus with default focus mode") {
ERR_PRINT_OFF
ctrl->grab_focus();
ERR_PRINT_ON
CHECK_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());
}
SUBCASE("[SceneTree][Control] Can release focus") {
ctrl->set_focus_mode(Control::FocusMode::FOCUS_ALL);
ctrl->grab_focus();
CHECK(ctrl->has_focus());
ctrl->release_focus();
CHECK_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());
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());
memdelete(other_ctrl);
}
memdelete(ctrl);
}
} // namespace TestControl
#endif // TEST_CONTROL_H