Make mouse-enter/exit notifications match mouse event propagation

`NOTIFICATION_MOUSE_ENTER` and `NOTIFICATION_MOUSE_EXIT` now includes
the areas of children control nodes if the mouse filters allow it.

In order to check if a Control node itself was entered/exited, the newly
introduced `NOTIFICATION_MOUSE_ENTER_SELF` and
`NOTIFICATION_MOUSE_EXIT_SELF` can be used.

Co-authored-by: Markus Sauermann <6299227+Sauermann@users.noreply.github.com>
This commit is contained in:
kit
2023-10-31 13:55:34 -04:00
parent 4c96e9676b
commit d24d73ba31
7 changed files with 829 additions and 23 deletions

View File

@@ -50,17 +50,39 @@ protected:
void _notification(int p_what) {
switch (p_what) {
case NOTIFICATION_MOUSE_ENTER: {
if (mouse_over) {
invalid_order = true;
}
mouse_over = true;
} break;
case NOTIFICATION_MOUSE_EXIT: {
if (!mouse_over) {
invalid_order = true;
}
mouse_over = false;
} break;
case NOTIFICATION_MOUSE_ENTER_SELF: {
if (mouse_over_self) {
invalid_order = true;
}
mouse_over_self = true;
} break;
case NOTIFICATION_MOUSE_EXIT_SELF: {
if (!mouse_over_self) {
invalid_order = true;
}
mouse_over_self = false;
} break;
}
}
public:
bool mouse_over = false;
bool mouse_over_self = false;
bool invalid_order = false;
};
// `NotificationControlViewport`-derived class that additionally
@@ -119,12 +141,15 @@ public:
TEST_CASE("[SceneTree][Viewport] Controls and InputEvent handling") {
DragStart *node_a = memnew(DragStart);
Control *node_b = memnew(Control);
NotificationControlViewport *node_b = memnew(NotificationControlViewport);
Node2D *node_c = memnew(Node2D);
DragTarget *node_d = memnew(DragTarget);
Control *node_e = memnew(Control);
NotificationControlViewport *node_e = memnew(NotificationControlViewport);
Node *node_f = memnew(Node);
Control *node_g = memnew(Control);
NotificationControlViewport *node_g = memnew(NotificationControlViewport);
NotificationControlViewport *node_h = memnew(NotificationControlViewport);
NotificationControlViewport *node_i = memnew(NotificationControlViewport);
NotificationControlViewport *node_j = memnew(NotificationControlViewport);
node_a->set_name(SNAME("NodeA"));
node_b->set_name(SNAME("NodeB"));
@@ -133,6 +158,9 @@ TEST_CASE("[SceneTree][Viewport] Controls and InputEvent handling") {
node_e->set_name(SNAME("NodeE"));
node_f->set_name(SNAME("NodeF"));
node_g->set_name(SNAME("NodeG"));
node_h->set_name(SNAME("NodeH"));
node_i->set_name(SNAME("NodeI"));
node_j->set_name(SNAME("NodeJ"));
node_a->set_position(Point2i(0, 0));
node_b->set_position(Point2i(10, 10));
@@ -140,16 +168,25 @@ TEST_CASE("[SceneTree][Viewport] Controls and InputEvent handling") {
node_d->set_position(Point2i(10, 10));
node_e->set_position(Point2i(10, 100));
node_g->set_position(Point2i(10, 100));
node_h->set_position(Point2i(10, 120));
node_i->set_position(Point2i(2, 0));
node_j->set_position(Point2i(2, 0));
node_a->set_size(Point2i(30, 30));
node_b->set_size(Point2i(30, 30));
node_d->set_size(Point2i(30, 30));
node_e->set_size(Point2i(10, 10));
node_g->set_size(Point2i(10, 10));
node_h->set_size(Point2i(10, 10));
node_i->set_size(Point2i(10, 10));
node_j->set_size(Point2i(10, 10));
node_a->set_focus_mode(Control::FOCUS_CLICK);
node_b->set_focus_mode(Control::FOCUS_CLICK);
node_d->set_focus_mode(Control::FOCUS_CLICK);
node_e->set_focus_mode(Control::FOCUS_CLICK);
node_g->set_focus_mode(Control::FOCUS_CLICK);
node_h->set_focus_mode(Control::FOCUS_CLICK);
node_i->set_focus_mode(Control::FOCUS_CLICK);
node_j->set_focus_mode(Control::FOCUS_CLICK);
Window *root = SceneTree::get_singleton()->get_root();
DisplayServerMock *DS = (DisplayServerMock *)(DisplayServer::get_singleton());
@@ -162,6 +199,9 @@ TEST_CASE("[SceneTree][Viewport] Controls and InputEvent handling") {
// - e (Control)
// - f (Node)
// - g (Control)
// - h (Control)
// - i (Control)
// - j (Control)
root->add_child(node_a);
root->add_child(node_b);
node_b->add_child(node_c);
@@ -169,12 +209,17 @@ TEST_CASE("[SceneTree][Viewport] Controls and InputEvent handling") {
root->add_child(node_e);
node_e->add_child(node_f);
node_f->add_child(node_g);
root->add_child(node_h);
node_h->add_child(node_i);
node_i->add_child(node_j);
Point2i on_a = Point2i(5, 5);
Point2i on_b = Point2i(15, 15);
Point2i on_d = Point2i(25, 25);
Point2i on_e = Point2i(15, 105);
Point2i on_g = Point2i(15, 105);
Point2i on_i = Point2i(13, 125);
Point2i on_j = Point2i(15, 125);
Point2i on_background = Point2i(500, 500);
Point2i on_outside = Point2i(-1, -1);
@@ -419,26 +464,612 @@ TEST_CASE("[SceneTree][Viewport] Controls and InputEvent handling") {
SUBCASE("[Viewport][GuiInputEvent] Mouse Motion") {
// FIXME: Tooltips are not yet tested. They likely require an internal clock.
SUBCASE("[Viewport][GuiInputEvent] Mouse Motion changes the Control, that it is over.") {
SUBCASE("[Viewport][GuiInputEvent] Mouse Motion changes the Control that it is over.") {
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_a->mouse_over);
CHECK_FALSE(node_a->mouse_over_self);
// Move over Control.
SEND_GUI_MOUSE_MOTION_EVENT(on_a, MouseButtonMask::NONE, Key::NONE);
CHECK(node_a->mouse_over);
CHECK(node_a->mouse_over_self);
// No change.
SEND_GUI_MOUSE_MOTION_EVENT(on_a + Point2i(1, 1), MouseButtonMask::NONE, Key::NONE);
CHECK(node_a->mouse_over);
CHECK(node_a->mouse_over_self);
// Move over other Control.
SEND_GUI_MOUSE_MOTION_EVENT(on_d, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_a->mouse_over);
CHECK_FALSE(node_a->mouse_over_self);
CHECK(node_d->mouse_over);
CHECK(node_d->mouse_over_self);
// Move to background
// Move to background.
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_d->mouse_over);
CHECK_FALSE(node_d->mouse_over_self);
CHECK_FALSE(node_a->invalid_order);
CHECK_FALSE(node_d->invalid_order);
}
SUBCASE("[Viewport][GuiInputEvent] Mouse Enter/Exit notification propagation.") {
node_d->set_mouse_filter(Control::MOUSE_FILTER_PASS);
node_g->set_mouse_filter(Control::MOUSE_FILTER_PASS);
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_b->mouse_over);
CHECK_FALSE(node_b->mouse_over_self);
CHECK_FALSE(node_d->mouse_over);
CHECK_FALSE(node_d->mouse_over_self);
// Move to Control node_d. node_b receives mouse over since it is only separated by a CanvasItem.
SEND_GUI_MOUSE_MOTION_EVENT(on_d, MouseButtonMask::NONE, Key::NONE);
CHECK(node_b->mouse_over);
CHECK_FALSE(node_b->mouse_over_self);
CHECK(node_d->mouse_over);
CHECK(node_d->mouse_over_self);
// Move to background.
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_b->mouse_over);
CHECK_FALSE(node_b->mouse_over_self);
CHECK_FALSE(node_d->mouse_over);
CHECK_FALSE(node_d->mouse_over_self);
CHECK_FALSE(node_e->mouse_over);
CHECK_FALSE(node_e->mouse_over_self);
CHECK_FALSE(node_g->mouse_over);
CHECK_FALSE(node_g->mouse_over_self);
// Move to Control node_g. node_g receives mouse over but node_e does not since it is separated by a non-CanvasItem.
SEND_GUI_MOUSE_MOTION_EVENT(on_g, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_e->mouse_over);
CHECK_FALSE(node_e->mouse_over_self);
CHECK(node_g->mouse_over);
CHECK(node_g->mouse_over_self);
// Move to background.
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_e->mouse_over);
CHECK_FALSE(node_e->mouse_over_self);
CHECK_FALSE(node_g->mouse_over);
CHECK_FALSE(node_g->mouse_over_self);
CHECK_FALSE(node_b->invalid_order);
CHECK_FALSE(node_d->invalid_order);
CHECK_FALSE(node_e->invalid_order);
CHECK_FALSE(node_g->invalid_order);
node_d->set_mouse_filter(Control::MOUSE_FILTER_STOP);
node_g->set_mouse_filter(Control::MOUSE_FILTER_STOP);
}
SUBCASE("[Viewport][GuiInputEvent] Mouse Enter/Exit notification propagation when moving into child.") {
SIGNAL_WATCH(node_i, SNAME("mouse_entered"));
SIGNAL_WATCH(node_i, SNAME("mouse_exited"));
Array signal_args;
signal_args.push_back(Array());
node_j->set_mouse_filter(Control::MOUSE_FILTER_PASS);
// Move to background.
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK_FALSE(node_j->mouse_over);
CHECK_FALSE(node_j->mouse_over_self);
// Move to Control node_i.
SEND_GUI_MOUSE_MOTION_EVENT(on_i, MouseButtonMask::NONE, Key::NONE);
CHECK(node_i->mouse_over);
CHECK(node_i->mouse_over_self);
CHECK_FALSE(node_j->mouse_over);
CHECK_FALSE(node_j->mouse_over_self);
SIGNAL_CHECK(SNAME("mouse_entered"), signal_args);
SIGNAL_CHECK_FALSE(SNAME("mouse_exited"));
// Move to child Control node_j. node_i should not receive any new Mouse Enter signals.
SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE);
CHECK(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
SIGNAL_CHECK_FALSE(SNAME("mouse_entered"));
SIGNAL_CHECK_FALSE(SNAME("mouse_exited"));
// Move to parent Control node_i. node_i should not receive any new Mouse Enter signals.
SEND_GUI_MOUSE_MOTION_EVENT(on_i, MouseButtonMask::NONE, Key::NONE);
CHECK(node_i->mouse_over);
CHECK(node_i->mouse_over_self);
CHECK_FALSE(node_j->mouse_over);
CHECK_FALSE(node_j->mouse_over_self);
SIGNAL_CHECK_FALSE(SNAME("mouse_entered"));
SIGNAL_CHECK_FALSE(SNAME("mouse_exited"));
// Move to background.
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK_FALSE(node_j->mouse_over);
CHECK_FALSE(node_j->mouse_over_self);
SIGNAL_CHECK_FALSE(SNAME("mouse_entered"));
SIGNAL_CHECK(SNAME("mouse_exited"), signal_args);
CHECK_FALSE(node_i->invalid_order);
CHECK_FALSE(node_j->invalid_order);
node_j->set_mouse_filter(Control::MOUSE_FILTER_STOP);
SIGNAL_UNWATCH(node_i, SNAME("mouse_entered"));
SIGNAL_UNWATCH(node_i, SNAME("mouse_exited"));
}
SUBCASE("[Viewport][GuiInputEvent] Mouse Enter/Exit notification propagation with top level.") {
node_c->set_as_top_level(true);
node_i->set_as_top_level(true);
node_c->set_position(node_b->get_global_position());
node_i->set_position(node_h->get_global_position());
node_d->set_mouse_filter(Control::MOUSE_FILTER_PASS);
node_i->set_mouse_filter(Control::MOUSE_FILTER_PASS);
node_j->set_mouse_filter(Control::MOUSE_FILTER_PASS);
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_b->mouse_over);
CHECK_FALSE(node_b->mouse_over_self);
CHECK_FALSE(node_d->mouse_over);
CHECK_FALSE(node_d->mouse_over_self);
// Move to Control node_d. node_b does not receive mouse over since node_c is top level.
SEND_GUI_MOUSE_MOTION_EVENT(on_d, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_b->mouse_over);
CHECK_FALSE(node_b->mouse_over_self);
CHECK(node_d->mouse_over);
CHECK(node_d->mouse_over_self);
// Move to background.
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_b->mouse_over);
CHECK_FALSE(node_b->mouse_over_self);
CHECK_FALSE(node_d->mouse_over);
CHECK_FALSE(node_d->mouse_over_self);
CHECK_FALSE(node_g->mouse_over);
CHECK_FALSE(node_g->mouse_over_self);
CHECK_FALSE(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK_FALSE(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
// Move to Control node_j. node_h does not receive mouse over since node_i is top level.
SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
// Move to background.
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK_FALSE(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK_FALSE(node_j->mouse_over);
CHECK_FALSE(node_j->mouse_over_self);
CHECK_FALSE(node_b->invalid_order);
CHECK_FALSE(node_d->invalid_order);
CHECK_FALSE(node_e->invalid_order);
CHECK_FALSE(node_h->invalid_order);
CHECK_FALSE(node_i->invalid_order);
CHECK_FALSE(node_j->invalid_order);
node_c->set_as_top_level(false);
node_i->set_as_top_level(false);
node_c->set_position(Point2i(0, 0));
node_i->set_position(Point2i(0, 0));
node_d->set_mouse_filter(Control::MOUSE_FILTER_STOP);
node_i->set_mouse_filter(Control::MOUSE_FILTER_STOP);
node_j->set_mouse_filter(Control::MOUSE_FILTER_STOP);
}
SUBCASE("[Viewport][GuiInputEvent] Mouse Enter/Exit notification propagation with mouse filter stop.") {
node_i->set_mouse_filter(Control::MOUSE_FILTER_STOP);
node_j->set_mouse_filter(Control::MOUSE_FILTER_PASS);
// Move to background.
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK_FALSE(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK_FALSE(node_j->mouse_over);
CHECK_FALSE(node_j->mouse_over_self);
// Move to Control node_j. node_h does not receive mouse over since node_i is MOUSE_FILTER_STOP.
SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
// Move to background.
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK_FALSE(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK_FALSE(node_j->mouse_over);
CHECK_FALSE(node_j->mouse_over_self);
CHECK_FALSE(node_h->invalid_order);
CHECK_FALSE(node_i->invalid_order);
CHECK_FALSE(node_j->invalid_order);
node_i->set_mouse_filter(Control::MOUSE_FILTER_STOP);
node_j->set_mouse_filter(Control::MOUSE_FILTER_STOP);
}
SUBCASE("[Viewport][GuiInputEvent] Mouse Enter/Exit notification propagation with mouse filter ignore.") {
node_i->set_mouse_filter(Control::MOUSE_FILTER_IGNORE);
node_j->set_mouse_filter(Control::MOUSE_FILTER_PASS);
// Move to background.
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK_FALSE(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK_FALSE(node_j->mouse_over);
CHECK_FALSE(node_j->mouse_over_self);
// Move to Control node_j. node_i does not receive mouse over since node_i is MOUSE_FILTER_IGNORE.
SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE);
CHECK(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK_FALSE(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
// Move to background.
SEND_GUI_MOUSE_MOTION_EVENT(on_background, MouseButtonMask::NONE, Key::NONE);
CHECK_FALSE(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK_FALSE(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK_FALSE(node_j->mouse_over);
CHECK_FALSE(node_j->mouse_over_self);
CHECK_FALSE(node_h->invalid_order);
CHECK_FALSE(node_i->invalid_order);
CHECK_FALSE(node_j->invalid_order);
node_i->set_mouse_filter(Control::MOUSE_FILTER_STOP);
node_j->set_mouse_filter(Control::MOUSE_FILTER_STOP);
}
SUBCASE("[Viewport][GuiInputEvent] Mouse Enter/Exit notification when changing top level.") {
SIGNAL_WATCH(node_i, SNAME("mouse_entered"));
SIGNAL_WATCH(node_i, SNAME("mouse_exited"));
Array signal_args;
signal_args.push_back(Array());
node_d->set_mouse_filter(Control::MOUSE_FILTER_PASS);
node_i->set_mouse_filter(Control::MOUSE_FILTER_PASS);
node_j->set_mouse_filter(Control::MOUSE_FILTER_PASS);
// Move to Control node_d.
SEND_GUI_MOUSE_MOTION_EVENT(on_d, MouseButtonMask::NONE, Key::NONE);
CHECK(node_b->mouse_over);
CHECK_FALSE(node_b->mouse_over_self);
CHECK(node_d->mouse_over);
CHECK(node_d->mouse_over_self);
// Change node_c to be top level. node_b should receive Mouse Exit.
node_c->set_as_top_level(true);
CHECK_FALSE(node_b->mouse_over);
CHECK_FALSE(node_b->mouse_over_self);
CHECK(node_d->mouse_over);
CHECK(node_d->mouse_over_self);
// Change node_c to be not top level. node_b should receive Mouse Enter.
node_c->set_as_top_level(false);
CHECK(node_b->mouse_over);
CHECK_FALSE(node_b->mouse_over_self);
CHECK(node_d->mouse_over);
CHECK(node_d->mouse_over_self);
// Move to Control node_j.
SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE);
CHECK(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
SIGNAL_CHECK(SNAME("mouse_entered"), signal_args);
SIGNAL_CHECK_FALSE(SNAME("mouse_exited"));
// Change node_i to top level. node_h should receive Mouse Exit. node_i should not receive any new signals.
node_i->set_as_top_level(true);
CHECK_FALSE(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
SIGNAL_CHECK_FALSE(SNAME("mouse_entered"));
SIGNAL_CHECK_FALSE(SNAME("mouse_exited"));
// Change node_i to not top level. node_h should receive Mouse Enter. node_i should not receive any new signals.
node_i->set_as_top_level(false);
CHECK(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
SIGNAL_CHECK_FALSE(SNAME("mouse_entered"));
SIGNAL_CHECK_FALSE(SNAME("mouse_exited"));
CHECK_FALSE(node_b->invalid_order);
CHECK_FALSE(node_d->invalid_order);
CHECK_FALSE(node_e->invalid_order);
CHECK_FALSE(node_h->invalid_order);
CHECK_FALSE(node_i->invalid_order);
CHECK_FALSE(node_j->invalid_order);
node_d->set_mouse_filter(Control::MOUSE_FILTER_STOP);
node_i->set_mouse_filter(Control::MOUSE_FILTER_STOP);
node_j->set_mouse_filter(Control::MOUSE_FILTER_STOP);
SIGNAL_UNWATCH(node_i, SNAME("mouse_entered"));
SIGNAL_UNWATCH(node_i, SNAME("mouse_exited"));
}
SUBCASE("[Viewport][GuiInputEvent] Mouse Enter/Exit notification when changing the mouse filter to stop.") {
SIGNAL_WATCH(node_i, SNAME("mouse_entered"));
SIGNAL_WATCH(node_i, SNAME("mouse_exited"));
Array signal_args;
signal_args.push_back(Array());
node_i->set_mouse_filter(Control::MOUSE_FILTER_PASS);
node_j->set_mouse_filter(Control::MOUSE_FILTER_PASS);
// Move to Control node_j.
SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE);
CHECK(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
SIGNAL_CHECK(SNAME("mouse_entered"), signal_args);
SIGNAL_CHECK_FALSE(SNAME("mouse_exited"));
// Change node_i to MOUSE_FILTER_STOP. node_h should receive Mouse Exit. node_i should not receive any new signals.
node_i->set_mouse_filter(Control::MOUSE_FILTER_STOP);
CHECK_FALSE(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
SIGNAL_CHECK_FALSE(SNAME("mouse_entered"));
SIGNAL_CHECK_FALSE(SNAME("mouse_exited"));
// Change node_i to MOUSE_FILTER_PASS. node_h should receive Mouse Enter. node_i should not receive any new signals.
node_i->set_mouse_filter(Control::MOUSE_FILTER_PASS);
CHECK(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
SIGNAL_CHECK_FALSE(SNAME("mouse_entered"));
SIGNAL_CHECK_FALSE(SNAME("mouse_exited"));
CHECK_FALSE(node_h->invalid_order);
CHECK_FALSE(node_i->invalid_order);
CHECK_FALSE(node_j->invalid_order);
node_i->set_mouse_filter(Control::MOUSE_FILTER_STOP);
node_j->set_mouse_filter(Control::MOUSE_FILTER_STOP);
SIGNAL_UNWATCH(node_i, SNAME("mouse_entered"));
SIGNAL_UNWATCH(node_i, SNAME("mouse_exited"));
}
SUBCASE("[Viewport][GuiInputEvent] Mouse Enter/Exit notification when changing the mouse filter to ignore.") {
SIGNAL_WATCH(node_i, SNAME("mouse_entered"));
SIGNAL_WATCH(node_i, SNAME("mouse_exited"));
Array signal_args;
signal_args.push_back(Array());
node_i->set_mouse_filter(Control::MOUSE_FILTER_PASS);
node_j->set_mouse_filter(Control::MOUSE_FILTER_PASS);
// Move to Control node_j.
SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE);
CHECK(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
SIGNAL_CHECK(SNAME("mouse_entered"), signal_args);
SIGNAL_CHECK_FALSE(SNAME("mouse_exited"));
// Change node_i to MOUSE_FILTER_IGNORE. node_i should receive Mouse Exit.
node_i->set_mouse_filter(Control::MOUSE_FILTER_IGNORE);
CHECK(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK_FALSE(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
SIGNAL_CHECK_FALSE(SNAME("mouse_entered"));
SIGNAL_CHECK(SNAME("mouse_exited"), signal_args);
// Change node_i to MOUSE_FILTER_PASS. node_i should receive Mouse Enter.
node_i->set_mouse_filter(Control::MOUSE_FILTER_PASS);
CHECK(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
SIGNAL_CHECK(SNAME("mouse_entered"), signal_args);
SIGNAL_CHECK_FALSE(SNAME("mouse_exited"));
// Change node_j to MOUSE_FILTER_IGNORE. After updating the mouse motion, node_i should now have mouse_over_self.
node_j->set_mouse_filter(Control::MOUSE_FILTER_IGNORE);
SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE);
CHECK(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK(node_i->mouse_over);
CHECK(node_i->mouse_over_self);
CHECK_FALSE(node_j->mouse_over);
CHECK_FALSE(node_j->mouse_over_self);
SIGNAL_CHECK_FALSE(SNAME("mouse_entered"));
SIGNAL_CHECK_FALSE(SNAME("mouse_exited"));
// Change node_j to MOUSE_FILTER_PASS. After updating the mouse motion, node_j should now have mouse_over_self.
node_j->set_mouse_filter(Control::MOUSE_FILTER_PASS);
SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE);
CHECK(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
SIGNAL_CHECK_FALSE(SNAME("mouse_entered"));
SIGNAL_CHECK_FALSE(SNAME("mouse_exited"));
CHECK_FALSE(node_h->invalid_order);
CHECK_FALSE(node_i->invalid_order);
CHECK_FALSE(node_j->invalid_order);
node_i->set_mouse_filter(Control::MOUSE_FILTER_STOP);
node_j->set_mouse_filter(Control::MOUSE_FILTER_STOP);
SIGNAL_UNWATCH(node_i, SNAME("mouse_entered"));
SIGNAL_UNWATCH(node_i, SNAME("mouse_exited"));
}
SUBCASE("[Viewport][GuiInputEvent] Mouse Enter/Exit notification when removing the hovered Control.") {
SIGNAL_WATCH(node_h, SNAME("mouse_entered"));
SIGNAL_WATCH(node_h, SNAME("mouse_exited"));
Array signal_args;
signal_args.push_back(Array());
node_i->set_mouse_filter(Control::MOUSE_FILTER_PASS);
node_j->set_mouse_filter(Control::MOUSE_FILTER_PASS);
// Move to Control node_j.
SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE);
CHECK(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
SIGNAL_CHECK(SNAME("mouse_entered"), signal_args);
SIGNAL_CHECK_FALSE(SNAME("mouse_exited"));
// Remove node_i from the tree. node_i and node_j should receive Mouse Exit. node_h should not receive any new signals.
node_h->remove_child(node_i);
CHECK(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK_FALSE(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK_FALSE(node_j->mouse_over);
CHECK_FALSE(node_j->mouse_over_self);
SIGNAL_CHECK_FALSE(SNAME("mouse_entered"));
SIGNAL_CHECK_FALSE(SNAME("mouse_exited"));
// Add node_i to the tree and update the mouse. node_i and node_j should receive Mouse Enter. node_h should not receive any new signals.
node_h->add_child(node_i);
SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE);
CHECK(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
SIGNAL_CHECK_FALSE(SNAME("mouse_entered"));
SIGNAL_CHECK_FALSE(SNAME("mouse_exited"));
CHECK_FALSE(node_h->invalid_order);
CHECK_FALSE(node_i->invalid_order);
CHECK_FALSE(node_j->invalid_order);
node_i->set_mouse_filter(Control::MOUSE_FILTER_STOP);
node_j->set_mouse_filter(Control::MOUSE_FILTER_STOP);
SIGNAL_UNWATCH(node_h, SNAME("mouse_entered"));
SIGNAL_UNWATCH(node_h, SNAME("mouse_exited"));
}
SUBCASE("[Viewport][GuiInputEvent] Mouse Enter/Exit notification when hiding the hovered Control.") {
SIGNAL_WATCH(node_h, SNAME("mouse_entered"));
SIGNAL_WATCH(node_h, SNAME("mouse_exited"));
Array signal_args;
signal_args.push_back(Array());
node_i->set_mouse_filter(Control::MOUSE_FILTER_PASS);
node_j->set_mouse_filter(Control::MOUSE_FILTER_PASS);
// Move to Control node_j.
SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE);
CHECK(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
SIGNAL_CHECK(SNAME("mouse_entered"), signal_args);
SIGNAL_CHECK_FALSE(SNAME("mouse_exited"));
// Hide node_i. node_i and node_j should receive Mouse Exit. node_h should not receive any new signals.
node_i->hide();
CHECK(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK_FALSE(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK_FALSE(node_j->mouse_over);
CHECK_FALSE(node_j->mouse_over_self);
SIGNAL_CHECK_FALSE(SNAME("mouse_entered"));
SIGNAL_CHECK_FALSE(SNAME("mouse_exited"));
// Show node_i and update the mouse. node_i and node_j should receive Mouse Enter. node_h should not receive any new signals.
node_i->show();
SEND_GUI_MOUSE_MOTION_EVENT(on_j, MouseButtonMask::NONE, Key::NONE);
CHECK(node_h->mouse_over);
CHECK_FALSE(node_h->mouse_over_self);
CHECK(node_i->mouse_over);
CHECK_FALSE(node_i->mouse_over_self);
CHECK(node_j->mouse_over);
CHECK(node_j->mouse_over_self);
SIGNAL_CHECK_FALSE(SNAME("mouse_entered"));
SIGNAL_CHECK_FALSE(SNAME("mouse_exited"));
CHECK_FALSE(node_h->invalid_order);
CHECK_FALSE(node_i->invalid_order);
CHECK_FALSE(node_j->invalid_order);
node_i->set_mouse_filter(Control::MOUSE_FILTER_STOP);
node_j->set_mouse_filter(Control::MOUSE_FILTER_STOP);
SIGNAL_UNWATCH(node_h, SNAME("mouse_entered"));
SIGNAL_UNWATCH(node_h, SNAME("mouse_exited"));
}
SUBCASE("[Viewport][GuiInputEvent] Window Mouse Enter/Exit signals.") {
@@ -710,6 +1341,9 @@ TEST_CASE("[SceneTree][Viewport] Controls and InputEvent handling") {
}
}
memdelete(node_j);
memdelete(node_i);
memdelete(node_h);
memdelete(node_g);
memdelete(node_f);
memdelete(node_e);