diff options
| -rw-r--r-- | core/object/script_language.cpp | 34 | ||||
| -rw-r--r-- | core/object/script_language.h | 7 | ||||
| -rw-r--r-- | core/object/worker_thread_pool.cpp | 9 | ||||
| -rw-r--r-- | core/object/worker_thread_pool.h | 1 | ||||
| -rw-r--r-- | doc/classes/CanvasItem.xml | 6 | ||||
| -rw-r--r-- | doc/classes/Control.xml | 23 | ||||
| -rw-r--r-- | doc/classes/EditorSpinSlider.xml | 3 | ||||
| -rw-r--r-- | doc/classes/InputEventKey.xml | 20 | ||||
| -rw-r--r-- | doc/classes/ResourceSaver.xml | 1 | ||||
| -rw-r--r-- | editor/editor_autoload_settings.cpp | 6 | ||||
| -rw-r--r-- | editor/editor_properties.cpp | 6 | ||||
| -rw-r--r-- | modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2I.cs | 8 | ||||
| -rw-r--r-- | modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3I.cs | 8 | ||||
| -rw-r--r-- | modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4I.cs | 8 | ||||
| -rw-r--r-- | scene/gui/control.cpp | 12 | ||||
| -rw-r--r-- | scene/gui/control.h | 2 | ||||
| -rw-r--r-- | scene/gui/label.cpp | 15 | ||||
| -rw-r--r-- | scene/main/canvas_item.cpp | 4 | ||||
| -rw-r--r-- | scene/main/viewport.cpp | 163 | ||||
| -rw-r--r-- | scene/main/viewport.h | 5 | ||||
| -rw-r--r-- | tests/scene/test_viewport.h | 644 |
21 files changed, 928 insertions, 57 deletions
diff --git a/core/object/script_language.cpp b/core/object/script_language.cpp index 011f4203ea..2bdbfb5ad1 100644 --- a/core/object/script_language.cpp +++ b/core/object/script_language.cpp @@ -39,10 +39,11 @@ ScriptLanguage *ScriptServer::_languages[MAX_LANGUAGES]; int ScriptServer::_language_count = 0; +bool ScriptServer::languages_ready = false; +Mutex ScriptServer::languages_mutex; bool ScriptServer::scripting_enabled = true; bool ScriptServer::reload_scripts_on_save = false; -SafeFlag ScriptServer::languages_finished; // Used until GH-76581 is fixed properly. ScriptEditRequestFunction ScriptServer::edit_request_func = nullptr; void Script::_notification(int p_what) { @@ -160,12 +161,13 @@ bool ScriptServer::is_scripting_enabled() { } ScriptLanguage *ScriptServer::get_language(int p_idx) { + MutexLock lock(languages_mutex); ERR_FAIL_INDEX_V(p_idx, _language_count, nullptr); - return _languages[p_idx]; } Error ScriptServer::register_language(ScriptLanguage *p_language) { + MutexLock lock(languages_mutex); ERR_FAIL_NULL_V(p_language, ERR_INVALID_PARAMETER); ERR_FAIL_COND_V_MSG(_language_count >= MAX_LANGUAGES, ERR_UNAVAILABLE, "Script languages limit has been reach, cannot register more."); for (int i = 0; i < _language_count; i++) { @@ -179,6 +181,8 @@ Error ScriptServer::register_language(ScriptLanguage *p_language) { } Error ScriptServer::unregister_language(const ScriptLanguage *p_language) { + MutexLock lock(languages_mutex); + for (int i = 0; i < _language_count; i++) { if (_languages[i] == p_language) { _language_count--; @@ -219,17 +223,31 @@ void ScriptServer::init_languages() { } } - for (int i = 0; i < _language_count; i++) { - _languages[i]->init(); + { + MutexLock lock(languages_mutex); + + for (int i = 0; i < _language_count; i++) { + _languages[i]->init(); + } + + languages_ready = true; } } void ScriptServer::finish_languages() { + MutexLock lock(languages_mutex); + for (int i = 0; i < _language_count; i++) { _languages[i]->finish(); } global_classes_clear(); - languages_finished.set(); + + languages_ready = false; +} + +bool ScriptServer::are_languages_initialized() { + MutexLock lock(languages_mutex); + return languages_ready; } void ScriptServer::set_reload_scripts_on_save(bool p_enable) { @@ -241,7 +259,8 @@ bool ScriptServer::is_reload_scripts_on_save_enabled() { } void ScriptServer::thread_enter() { - if (!languages_finished.is_set()) { + MutexLock lock(languages_mutex); + if (!languages_ready) { return; } for (int i = 0; i < _language_count; i++) { @@ -250,7 +269,8 @@ void ScriptServer::thread_enter() { } void ScriptServer::thread_exit() { - if (!languages_finished.is_set()) { + MutexLock lock(languages_mutex); + if (!languages_ready) { return; } for (int i = 0; i < _language_count; i++) { diff --git a/core/object/script_language.h b/core/object/script_language.h index 3e4041d173..85e64c8d62 100644 --- a/core/object/script_language.h +++ b/core/object/script_language.h @@ -52,9 +52,11 @@ class ScriptServer { static ScriptLanguage *_languages[MAX_LANGUAGES]; static int _language_count; + static bool languages_ready; + static Mutex languages_mutex; + static bool scripting_enabled; static bool reload_scripts_on_save; - static SafeFlag languages_finished; // Used until GH-76581 is fixed properly. struct GlobalScriptClass { StringName language; @@ -98,8 +100,7 @@ public: static void init_languages(); static void finish_languages(); - - static bool are_languages_finished() { return languages_finished.is_set(); } + static bool are_languages_initialized(); }; class PlaceHolderScriptInstance; diff --git a/core/object/worker_thread_pool.cpp b/core/object/worker_thread_pool.cpp index 2fcd0867e6..784acadab4 100644 --- a/core/object/worker_thread_pool.cpp +++ b/core/object/worker_thread_pool.cpp @@ -30,6 +30,7 @@ #include "worker_thread_pool.h" +#include "core/object/script_language.h" #include "core/os/os.h" #include "core/os/thread_safe.h" @@ -60,6 +61,14 @@ void WorkerThreadPool::_process_task(Task *p_task) { set_current_thread_safe_for_nodes(false); pool_thread_index = thread_ids[Thread::get_caller_id()]; ThreadData &curr_thread = threads[pool_thread_index]; + // Since the WorkerThreadPool is started before the script server, + // its pre-created threads can't have ScriptServer::thread_enter() called on them early. + // Therefore, we do it late at the first opportunity, so in case the task + // about to be run uses scripting, guarantees are held. + if (!curr_thread.ready_for_scripting && ScriptServer::are_languages_initialized()) { + ScriptServer::thread_enter(); + curr_thread.ready_for_scripting = true; + } task_mutex.lock(); p_task->pool_thread_index = pool_thread_index; if (low_priority) { diff --git a/core/object/worker_thread_pool.h b/core/object/worker_thread_pool.h index d4d9387765..f323a979f7 100644 --- a/core/object/worker_thread_pool.h +++ b/core/object/worker_thread_pool.h @@ -106,6 +106,7 @@ private: uint32_t index; Thread thread; Task *current_low_prio_task = nullptr; + bool ready_for_scripting = false; }; TightLocalVector<ThreadData> threads; diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml index 84efd11b43..5a2df0e8a4 100644 --- a/doc/classes/CanvasItem.xml +++ b/doc/classes/CanvasItem.xml @@ -44,7 +44,7 @@ <param index="7" name="antialiased" type="bool" default="false" /> <description> Draws an unfilled arc between the given angles with a uniform [param color] and [param width] and optional antialiasing (supported only for positive [param width]). The larger the value of [param point_count], the smoother the curve. See also [method draw_circle]. - If [param width] is negative, then the arc is drawn using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that when the CanvasItem is scaled, the arc will remain thin. If this behavior is not desired, then pass a positive [param width] like [code]1.0[/code]. + If [param width] is negative, it will be ignored and the arc will be drawn using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that when the CanvasItem is scaled, the arc will remain thin. If this behavior is not desired, then pass a positive [param width] like [code]1.0[/code]. The arc is drawn from [param start_angle] towards the value of [param end_angle] so in clockwise direction if [code]start_angle < end_angle[/code] and counter-clockwise otherwise. Passing the same angles but in reversed order will produce the same arc. If absolute difference of [param start_angle] and [param end_angle] is greater than [constant @GDScript.TAU] radians, then a full circle arc is drawn (i.e. arc will not overlap itself). </description> </method> @@ -246,7 +246,7 @@ <param index="3" name="antialiased" type="bool" default="false" /> <description> Draws interconnected line segments with a uniform [param color] and [param width] and optional antialiasing (supported only for positive [param width]). When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw disconnected lines, use [method draw_multiline] instead. See also [method draw_polygon]. - If [param width] is negative, the polyline is drawn using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that when the CanvasItem is scaled, the polyline will remain thin. If this behavior is not desired, then pass a positive [param width] like [code]1.0[/code]. + If [param width] is negative, it will be ignored and the polyline will be drawn using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that when the CanvasItem is scaled, the polyline will remain thin. If this behavior is not desired, then pass a positive [param width] like [code]1.0[/code]. </description> </method> <method name="draw_polyline_colors"> @@ -257,7 +257,7 @@ <param index="3" name="antialiased" type="bool" default="false" /> <description> Draws interconnected line segments with a uniform [param width], point-by-point coloring, and optional antialiasing (supported only for positive [param width]). Colors assigned to line points match by index between [param points] and [param colors], i.e. each line segment is filled with a gradient between the colors of the endpoints. When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw disconnected lines, use [method draw_multiline_colors] instead. See also [method draw_polygon]. - If [param width] is negative, then the polyline is drawn using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that when the CanvasItem is scaled, the polyline will remain thin. If this behavior is not desired, then pass a positive [param width] like [code]1.0[/code]. + If [param width] is negative, it will be ignored and the polyline will be drawn using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that when the CanvasItem is scaled, the polyline will remain thin. If this behavior is not desired, then pass a positive [param width] like [code]1.0[/code]. </description> </method> <method name="draw_primitive"> diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index b5333a045b..a498bbeed3 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -1104,13 +1104,13 @@ </signal> <signal name="mouse_entered"> <description> - Emitted when the mouse cursor enters the control's visible area, that is not occluded behind other Controls or Windows, provided its [member mouse_filter] lets the event reach it and regardless if it's currently focused or not. + Emitted when the mouse cursor enters the control's (or any child control's) visible area, that is not occluded behind other Controls or Windows, provided its [member mouse_filter] lets the event reach it and regardless if it's currently focused or not. [b]Note:[/b] [member CanvasItem.z_index] doesn't affect, which Control receives the signal. </description> </signal> <signal name="mouse_exited"> <description> - Emitted when the mouse cursor leaves the control's visible area, that is not occluded behind other Controls or Windows, provided its [member mouse_filter] lets the event reach it and regardless if it's currently focused or not. + Emitted when the mouse cursor leaves the control's (and all child control's) visible area, that is not occluded behind other Controls or Windows, provided its [member mouse_filter] lets the event reach it and regardless if it's currently focused or not. [b]Note:[/b] [member CanvasItem.z_index] doesn't affect, which Control receives the signal. [b]Note:[/b] If you want to check whether the mouse truly left the area, ignoring any top nodes, you can use code like this: [codeblock] @@ -1150,12 +1150,24 @@ Sent when the node changes size. Use [member size] to get the new size. </constant> <constant name="NOTIFICATION_MOUSE_ENTER" value="41"> - Sent when the mouse cursor enters the control's visible area, that is not occluded behind other Controls or Windows, provided its [member mouse_filter] lets the event reach it and regardless if it's currently focused or not. - [b]Note:[/b] [member CanvasItem.z_index] doesn't affect, which Control receives the notification. + Sent when the mouse cursor enters the control's (or any child control's) visible area, that is not occluded behind other Controls or Windows, provided its [member mouse_filter] lets the event reach it and regardless if it's currently focused or not. + [b]Note:[/b] [member CanvasItem.z_index] doesn't affect which Control receives the notification. + See also [constant NOTIFICATION_MOUSE_ENTER_SELF]. </constant> <constant name="NOTIFICATION_MOUSE_EXIT" value="42"> + Sent when the mouse cursor leaves the control's (and all child control's) visible area, that is not occluded behind other Controls or Windows, provided its [member mouse_filter] lets the event reach it and regardless if it's currently focused or not. + [b]Note:[/b] [member CanvasItem.z_index] doesn't affect which Control receives the notification. + See also [constant NOTIFICATION_MOUSE_EXIT_SELF]. + </constant> + <constant name="NOTIFICATION_MOUSE_ENTER_SELF" value="60" is_experimental="true"> + Sent when the mouse cursor enters the control's visible area, that is not occluded behind other Controls or Windows, provided its [member mouse_filter] lets the event reach it and regardless if it's currently focused or not. + [b]Note:[/b] [member CanvasItem.z_index] doesn't affect which Control receives the notification. + See also [constant NOTIFICATION_MOUSE_ENTER]. + </constant> + <constant name="NOTIFICATION_MOUSE_EXIT_SELF" value="61" is_experimental="true"> Sent when the mouse cursor leaves the control's visible area, that is not occluded behind other Controls or Windows, provided its [member mouse_filter] lets the event reach it and regardless if it's currently focused or not. - [b]Note:[/b] [member CanvasItem.z_index] doesn't affect, which Control receives the notification. + [b]Note:[/b] [member CanvasItem.z_index] doesn't affect which Control receives the notification. + See also [constant NOTIFICATION_MOUSE_EXIT]. </constant> <constant name="NOTIFICATION_FOCUS_ENTER" value="43"> Sent when the node grabs focus. @@ -1320,6 +1332,7 @@ </constant> <constant name="MOUSE_FILTER_IGNORE" value="2" enum="MouseFilter"> The control will not receive mouse movement input events and mouse button input events if clicked on through [method _gui_input]. The control will also not receive the [signal mouse_entered] nor [signal mouse_exited] signals. This will not block other controls from receiving these events or firing the signals. Ignored events will not be handled automatically. + [b]Note:[/b] If the control has received [signal mouse_entered] but not [signal mouse_exited], changing the [member mouse_filter] to [constant MOUSE_FILTER_IGNORE] will cause [signal mouse_exited] to be emitted. </constant> <constant name="GROW_DIRECTION_BEGIN" value="0" enum="GrowDirection"> The control will grow to the left or top to make up if its minimum size is changed to be greater than its current size on the respective axis. diff --git a/doc/classes/EditorSpinSlider.xml b/doc/classes/EditorSpinSlider.xml index 6e5ccb4dd0..0d687ba7f5 100644 --- a/doc/classes/EditorSpinSlider.xml +++ b/doc/classes/EditorSpinSlider.xml @@ -5,6 +5,7 @@ </brief_description> <description> This [Control] node is used in the editor's Inspector dock to allow editing of numeric values. Can be used with [EditorInspectorPlugin] to recreate the same behavior. + If [member step] is [code]1[/code], the [EditorSpinSlider] will display up/down arrows, similar to [SpinBox]. If the [member step] is not [code]1[/code], a slider will be displayed instead. </description> <tutorials> </tutorials> @@ -14,7 +15,7 @@ </member> <member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" overrides="Control" enum="Control.FocusMode" default="2" /> <member name="hide_slider" type="bool" setter="set_hide_slider" getter="is_hiding_slider" default="false"> - If [code]true[/code], the slider is hidden. + If [code]true[/code], the slider and up/down arrows are hidden. </member> <member name="label" type="String" setter="set_label" getter="get_label" default=""""> The text that displays to the left of the value. diff --git a/doc/classes/InputEventKey.xml b/doc/classes/InputEventKey.xml index 5c4dc8e65d..48a6804290 100644 --- a/doc/classes/InputEventKey.xml +++ b/doc/classes/InputEventKey.xml @@ -79,7 +79,25 @@ </member> <member name="physical_keycode" type="int" setter="set_physical_keycode" getter="get_physical_keycode" enum="Key" default="0"> Represents the physical location of a key on the 101/102-key US QWERTY keyboard, which corresponds to one of the [enum Key] constants. - To get a human-readable representation of the [InputEventKey], use [code]OS.get_keycode_string(event.keycode)[/code] where [code]event[/code] is the [InputEventKey]. + To get a human-readable representation of the [InputEventKey], use [method OS.get_keycode_string] in combination with [method DisplayServer.keyboard_get_keycode_from_physical]: + [codeblocks] + [gdscript] + func _input(event): + if event is InputEventKey: + var keycode = DisplayServer.keyboard_get_keycode_from_physical(event.physical_keycode) + print(OS.get_keycode_string(keycode)) + [/gdscript] + [csharp] + public override void _Input(InputEvent @event) + { + if (@event is InputEventKey inputEventKey) + { + var keycode = DisplayServer.KeyboardGetKeycodeFromPhysical(inputEventKey.PhysicalKeycode); + GD.Print(OS.GetKeycodeString(keycode)); + } + } + [/csharp] + [/codeblocks] </member> <member name="pressed" type="bool" setter="set_pressed" getter="is_pressed" default="false"> If [code]true[/code], the key's state is pressed. If [code]false[/code], the key's state is released. diff --git a/doc/classes/ResourceSaver.xml b/doc/classes/ResourceSaver.xml index 7b90781fc5..42c9bd7a3c 100644 --- a/doc/classes/ResourceSaver.xml +++ b/doc/classes/ResourceSaver.xml @@ -42,6 +42,7 @@ Saves a resource to disk to the given path, using a [ResourceFormatSaver] that recognizes the resource object. If [param path] is empty, [ResourceSaver] will try to use [member Resource.resource_path]. The [param flags] bitmask can be specified to customize the save behavior using [enum SaverFlags] flags. Returns [constant OK] on success. + [b]Note:[/b] When the project is running, any generated UID associated with the resource will not be saved as the required code is only executed in editor mode. </description> </method> </methods> diff --git a/editor/editor_autoload_settings.cpp b/editor/editor_autoload_settings.cpp index 6658669d66..be05bfea68 100644 --- a/editor/editor_autoload_settings.cpp +++ b/editor/editor_autoload_settings.cpp @@ -339,8 +339,7 @@ void EditorAutoloadSettings::_autoload_button_pressed(Object *p_item, int p_colu undo_redo->add_do_property(ProjectSettings::get_singleton(), name, Variant()); undo_redo->add_undo_property(ProjectSettings::get_singleton(), name, GLOBAL_GET(name)); - undo_redo->add_undo_method(ProjectSettings::get_singleton(), "set_persisting", name, true); - undo_redo->add_undo_method(ProjectSettings::get_singleton(), "set_order", order); + undo_redo->add_undo_method(ProjectSettings::get_singleton(), "set_order", name, order); undo_redo->add_do_method(this, "update_autoload"); undo_redo->add_undo_method(this, "update_autoload"); @@ -796,8 +795,7 @@ void EditorAutoloadSettings::autoload_remove(const String &p_name) { undo_redo->add_do_property(ProjectSettings::get_singleton(), name, Variant()); undo_redo->add_undo_property(ProjectSettings::get_singleton(), name, GLOBAL_GET(name)); - undo_redo->add_undo_method(ProjectSettings::get_singleton(), "set_persisting", name, true); - undo_redo->add_undo_method(ProjectSettings::get_singleton(), "set_order", order); + undo_redo->add_undo_method(ProjectSettings::get_singleton(), "set_order", name, order); undo_redo->add_do_method(this, "update_autoload"); undo_redo->add_undo_method(this, "update_autoload"); diff --git a/editor/editor_properties.cpp b/editor/editor_properties.cpp index 7884005ab7..b37710724e 100644 --- a/editor/editor_properties.cpp +++ b/editor/editor_properties.cpp @@ -3750,7 +3750,7 @@ EditorProperty *EditorInspectorDefaultPlugin::get_editor_for_property(Object *p_ case Variant::VECTOR2I: { EditorPropertyVector2i *editor = memnew(EditorPropertyVector2i(p_wide)); EditorPropertyRangeHint hint = _parse_range_hint(p_hint, p_hint_text, 1, true); - editor->setup(hint.min, hint.max, 1, true, p_hint == PROPERTY_HINT_LINK, hint.suffix); + editor->setup(hint.min, hint.max, 1, false, p_hint == PROPERTY_HINT_LINK, hint.suffix); return editor; } break; @@ -3777,7 +3777,7 @@ EditorProperty *EditorInspectorDefaultPlugin::get_editor_for_property(Object *p_ case Variant::VECTOR3I: { EditorPropertyVector3i *editor = memnew(EditorPropertyVector3i(p_wide)); EditorPropertyRangeHint hint = _parse_range_hint(p_hint, p_hint_text, 1, true); - editor->setup(hint.min, hint.max, 1, true, p_hint == PROPERTY_HINT_LINK, hint.suffix); + editor->setup(hint.min, hint.max, 1, false, p_hint == PROPERTY_HINT_LINK, hint.suffix); return editor; } break; @@ -3791,7 +3791,7 @@ EditorProperty *EditorInspectorDefaultPlugin::get_editor_for_property(Object *p_ case Variant::VECTOR4I: { EditorPropertyVector4i *editor = memnew(EditorPropertyVector4i); EditorPropertyRangeHint hint = _parse_range_hint(p_hint, p_hint_text, 1, true); - editor->setup(hint.min, hint.max, 1, true, p_hint == PROPERTY_HINT_LINK, hint.suffix); + editor->setup(hint.min, hint.max, 1, false, p_hint == PROPERTY_HINT_LINK, hint.suffix); return editor; } break; diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2I.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2I.cs index 4ee452455e..215bb4df8c 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2I.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2I.cs @@ -182,8 +182,8 @@ namespace Godot } // Constants - private static readonly Vector2I _min = new Vector2I(int.MinValue, int.MinValue); - private static readonly Vector2I _max = new Vector2I(int.MaxValue, int.MaxValue); + private static readonly Vector2I _minValue = new Vector2I(int.MinValue, int.MinValue); + private static readonly Vector2I _maxValue = new Vector2I(int.MaxValue, int.MaxValue); private static readonly Vector2I _zero = new Vector2I(0, 0); private static readonly Vector2I _one = new Vector2I(1, 1); @@ -197,12 +197,12 @@ namespace Godot /// Min vector, a vector with all components equal to <see cref="int.MinValue"/>. Can be used as a negative integer equivalent of <see cref="Vector2.Inf"/>. /// </summary> /// <value>Equivalent to <c>new Vector2I(int.MinValue, int.MinValue)</c>.</value> - public static Vector2I Min { get { return _min; } } + public static Vector2I MinValue { get { return _minValue; } } /// <summary> /// Max vector, a vector with all components equal to <see cref="int.MaxValue"/>. Can be used as an integer equivalent of <see cref="Vector2.Inf"/>. /// </summary> /// <value>Equivalent to <c>new Vector2I(int.MaxValue, int.MaxValue)</c>.</value> - public static Vector2I Max { get { return _max; } } + public static Vector2I MaxValue { get { return _maxValue; } } /// <summary> /// Zero vector, a vector with all components set to <c>0</c>. diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3I.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3I.cs index db8ceb30e9..fe74ec8884 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3I.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3I.cs @@ -193,8 +193,8 @@ namespace Godot } // Constants - private static readonly Vector3I _min = new Vector3I(int.MinValue, int.MinValue, int.MinValue); - private static readonly Vector3I _max = new Vector3I(int.MaxValue, int.MaxValue, int.MaxValue); + private static readonly Vector3I _minValue = new Vector3I(int.MinValue, int.MinValue, int.MinValue); + private static readonly Vector3I _maxValue = new Vector3I(int.MaxValue, int.MaxValue, int.MaxValue); private static readonly Vector3I _zero = new Vector3I(0, 0, 0); private static readonly Vector3I _one = new Vector3I(1, 1, 1); @@ -210,12 +210,12 @@ namespace Godot /// Min vector, a vector with all components equal to <see cref="int.MinValue"/>. Can be used as a negative integer equivalent of <see cref="Vector3.Inf"/>. /// </summary> /// <value>Equivalent to <c>new Vector3I(int.MinValue, int.MinValue, int.MinValue)</c>.</value> - public static Vector3I Min { get { return _min; } } + public static Vector3I MinValue { get { return _minValue; } } /// <summary> /// Max vector, a vector with all components equal to <see cref="int.MaxValue"/>. Can be used as an integer equivalent of <see cref="Vector3.Inf"/>. /// </summary> /// <value>Equivalent to <c>new Vector3I(int.MaxValue, int.MaxValue, int.MaxValue)</c>.</value> - public static Vector3I Max { get { return _max; } } + public static Vector3I MaxValue { get { return _maxValue; } } /// <summary> /// Zero vector, a vector with all components set to <c>0</c>. diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4I.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4I.cs index e75e996b04..a0a4393523 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4I.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4I.cs @@ -228,8 +228,8 @@ namespace Godot } // Constants - private static readonly Vector4I _min = new Vector4I(int.MinValue, int.MinValue, int.MinValue, int.MinValue); - private static readonly Vector4I _max = new Vector4I(int.MaxValue, int.MaxValue, int.MaxValue, int.MaxValue); + private static readonly Vector4I _minValue = new Vector4I(int.MinValue, int.MinValue, int.MinValue, int.MinValue); + private static readonly Vector4I _maxValue = new Vector4I(int.MaxValue, int.MaxValue, int.MaxValue, int.MaxValue); private static readonly Vector4I _zero = new Vector4I(0, 0, 0, 0); private static readonly Vector4I _one = new Vector4I(1, 1, 1, 1); @@ -238,12 +238,12 @@ namespace Godot /// Min vector, a vector with all components equal to <see cref="int.MinValue"/>. Can be used as a negative integer equivalent of <see cref="Vector4.Inf"/>. /// </summary> /// <value>Equivalent to <c>new Vector4I(int.MinValue, int.MinValue, int.MinValue, int.MinValue)</c>.</value> - public static Vector4I Min { get { return _min; } } + public static Vector4I MinValue { get { return _minValue; } } /// <summary> /// Max vector, a vector with all components equal to <see cref="int.MaxValue"/>. Can be used as an integer equivalent of <see cref="Vector4.Inf"/>. /// </summary> /// <value>Equivalent to <c>new Vector4I(int.MaxValue, int.MaxValue, int.MaxValue, int.MaxValue)</c>.</value> - public static Vector4I Max { get { return _max; } } + public static Vector4I MaxValue { get { return _maxValue; } } /// <summary> /// Zero vector, a vector with all components set to <c>0</c>. diff --git a/scene/gui/control.cpp b/scene/gui/control.cpp index c7ff5980cb..ed54bd000c 100644 --- a/scene/gui/control.cpp +++ b/scene/gui/control.cpp @@ -1653,6 +1653,7 @@ void Control::set_custom_minimum_size(const Size2 &p_custom) { data.custom_minimum_size = p_custom; update_minimum_size(); + update_configuration_warnings(); } Size2 Control::get_custom_minimum_size() const { @@ -1831,9 +1832,18 @@ bool Control::has_point(const Point2 &p_point) const { void Control::set_mouse_filter(MouseFilter p_filter) { ERR_MAIN_THREAD_GUARD; ERR_FAIL_INDEX(p_filter, 3); + + if (data.mouse_filter == p_filter) { + return; + } + data.mouse_filter = p_filter; notify_property_list_changed(); update_configuration_warnings(); + + if (get_viewport()) { + get_viewport()->_gui_update_mouse_over(); + } } Control::MouseFilter Control::get_mouse_filter() const { @@ -3568,6 +3578,8 @@ void Control::_bind_methods() { BIND_CONSTANT(NOTIFICATION_RESIZED); BIND_CONSTANT(NOTIFICATION_MOUSE_ENTER); BIND_CONSTANT(NOTIFICATION_MOUSE_EXIT); + BIND_CONSTANT(NOTIFICATION_MOUSE_ENTER_SELF); + BIND_CONSTANT(NOTIFICATION_MOUSE_EXIT_SELF); BIND_CONSTANT(NOTIFICATION_FOCUS_ENTER); BIND_CONSTANT(NOTIFICATION_FOCUS_EXIT); BIND_CONSTANT(NOTIFICATION_THEME_CHANGED); diff --git a/scene/gui/control.h b/scene/gui/control.h index abbdc42fa4..db1bd3a346 100644 --- a/scene/gui/control.h +++ b/scene/gui/control.h @@ -368,6 +368,8 @@ public: NOTIFICATION_SCROLL_BEGIN = 47, NOTIFICATION_SCROLL_END = 48, NOTIFICATION_LAYOUT_DIRECTION_CHANGED = 49, + NOTIFICATION_MOUSE_ENTER_SELF = 60, + NOTIFICATION_MOUSE_EXIT_SELF = 61, }; // Editor plugin interoperability. diff --git a/scene/gui/label.cpp b/scene/gui/label.cpp index 0d48cb1549..2fbd29b048 100644 --- a/scene/gui/label.cpp +++ b/scene/gui/label.cpp @@ -33,6 +33,7 @@ #include "core/config/project_settings.h" #include "core/string/print_string.h" #include "core/string/translation.h" +#include "scene/gui/container.h" #include "scene/theme/theme_db.h" #include "servers/text_server.h" @@ -44,6 +45,7 @@ void Label::set_autowrap_mode(TextServer::AutowrapMode p_mode) { autowrap_mode = p_mode; lines_dirty = true; queue_redraw(); + update_configuration_warnings(); if (clip || overrun_behavior != TextServer::OVERRUN_NO_TRIMMING) { update_minimum_size(); @@ -327,6 +329,19 @@ inline void draw_glyph_outline(const Glyph &p_gl, const RID &p_canvas, const Col PackedStringArray Label::get_configuration_warnings() const { PackedStringArray warnings = Control::get_configuration_warnings(); + // FIXME: This is not ideal and the sizing model should be fixed, + // but for now we have to warn about this impossible to resolve combination. + // See GH-83546. + if (is_inside_tree() && get_tree()->get_edited_scene_root() != this) { + // If the Label happens to be the root node of the edited scene, we don't need + // to check what its parent is. It's going to be some node from the editor tree + // and it can be a container, but that makes no difference to the user. + Container *parent_container = Object::cast_to<Container>(get_parent_control()); + if (parent_container && autowrap_mode != TextServer::AUTOWRAP_OFF && get_custom_minimum_size() == Size2()) { + warnings.push_back(RTR("Labels with autowrapping enabled must have a custom minimum size configured to work correctly inside a container.")); + } + } + // Ensure that the font can render all of the required glyphs. Ref<Font> font; if (settings.is_valid()) { diff --git a/scene/main/canvas_item.cpp b/scene/main/canvas_item.cpp index a350b97bc8..4ee81e5cb0 100644 --- a/scene/main/canvas_item.cpp +++ b/scene/main/canvas_item.cpp @@ -462,6 +462,10 @@ void CanvasItem::set_as_top_level(bool p_top_level) { _enter_canvas(); _notify_transform(); + + if (get_viewport()) { + get_viewport()->canvas_item_top_level_changed(); + } } void CanvasItem::_top_level_changed() { diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp index 2b28f21f57..43bdb1395b 100644 --- a/scene/main/viewport.cpp +++ b/scene/main/viewport.cpp @@ -2408,8 +2408,8 @@ void Viewport::_gui_hide_control(Control *p_control) { if (gui.key_focus == p_control) { gui_release_focus(); } - if (gui.mouse_over == p_control) { - _drop_mouse_over(); + if (gui.mouse_over == p_control || gui.mouse_over_hierarchy.find(p_control) >= 0) { + _drop_mouse_over(p_control->get_parent_control()); } if (gui.drag_mouse_over == p_control) { gui.drag_mouse_over = nullptr; @@ -2431,8 +2431,8 @@ void Viewport::_gui_remove_control(Control *p_control) { if (gui.key_focus == p_control) { gui.key_focus = nullptr; } - if (gui.mouse_over == p_control) { - _drop_mouse_over(); + if (gui.mouse_over == p_control || gui.mouse_over_hierarchy.find(p_control) >= 0) { + _drop_mouse_over(p_control->get_parent_control()); } if (gui.drag_mouse_over == p_control) { gui.drag_mouse_over = nullptr; @@ -2442,6 +2442,94 @@ void Viewport::_gui_remove_control(Control *p_control) { } } +void Viewport::canvas_item_top_level_changed() { + _gui_update_mouse_over(); +} + +void Viewport::_gui_update_mouse_over() { + if (gui.mouse_over == nullptr || gui.mouse_over_hierarchy.is_empty()) { + return; + } + + // Rebuild the mouse over hierarchy. + LocalVector<Control *> new_mouse_over_hierarchy; + LocalVector<Control *> needs_enter; + LocalVector<int> needs_exit; + + CanvasItem *ancestor = gui.mouse_over; + bool removing = false; + bool reached_top = false; + while (ancestor) { + Control *ancestor_control = Object::cast_to<Control>(ancestor); + if (ancestor_control) { + int found = gui.mouse_over_hierarchy.find(ancestor_control); + if (found >= 0) { + // Remove the node if the propagation chain has been broken or it is now MOUSE_FILTER_IGNORE. + if (removing || ancestor_control->get_mouse_filter() == Control::MOUSE_FILTER_IGNORE) { + needs_exit.push_back(found); + } + } + if (found == 0) { + if (removing) { + // Stop if the chain has been broken and the top of the hierarchy has been reached. + break; + } + reached_top = true; + } + if (!removing && ancestor_control->get_mouse_filter() != Control::MOUSE_FILTER_IGNORE) { + new_mouse_over_hierarchy.push_back(ancestor_control); + // Add the node if it was not found and it is now not MOUSE_FILTER_IGNORE. + if (found < 0) { + needs_enter.push_back(ancestor_control); + } + } + if (ancestor_control->get_mouse_filter() == Control::MOUSE_FILTER_STOP) { + // MOUSE_FILTER_STOP breaks the propagation chain. + if (reached_top) { + break; + } + removing = true; + } + } + if (ancestor->is_set_as_top_level()) { + // Top level breaks the propagation chain. + if (reached_top) { + break; + } else { + removing = true; + ancestor = Object::cast_to<CanvasItem>(ancestor->get_parent()); + continue; + } + } + ancestor = ancestor->get_parent_item(); + } + if (needs_exit.is_empty() && needs_enter.is_empty()) { + return; + } + + // Send Mouse Exit Self notification. + if (gui.mouse_over && !needs_exit.is_empty() && needs_exit[0] == (int)gui.mouse_over_hierarchy.size() - 1) { + gui.mouse_over->notification(Control::NOTIFICATION_MOUSE_EXIT_SELF); + gui.mouse_over = nullptr; + } + + // Send Mouse Exit notifications. + for (int exit_control_index : needs_exit) { + gui.mouse_over_hierarchy[exit_control_index]->notification(Control::NOTIFICATION_MOUSE_EXIT); + } + + // Update the mouse over hierarchy. + gui.mouse_over_hierarchy.resize(new_mouse_over_hierarchy.size()); + for (int i = 0; i < (int)new_mouse_over_hierarchy.size(); i++) { + gui.mouse_over_hierarchy[i] = new_mouse_over_hierarchy[new_mouse_over_hierarchy.size() - 1 - i]; + } + + // Send Mouse Enter notifications. + for (int i = needs_enter.size() - 1; i >= 0; i--) { + needs_enter[i]->notification(Control::NOTIFICATION_MOUSE_ENTER); + } +} + Window *Viewport::get_base_window() const { ERR_READ_THREAD_GUARD_V(nullptr); ERR_FAIL_COND_V(!is_inside_tree(), nullptr); @@ -3069,16 +3157,58 @@ void Viewport::_update_mouse_over(Vector2 p_pos) { // Look for Controls at mouse position. Control *over = gui_find_control(p_pos); bool notify_embedded_viewports = false; - if (over != gui.mouse_over) { - if (gui.mouse_over) { - _drop_mouse_over(); + if (over != gui.mouse_over || (!over && !gui.mouse_over_hierarchy.is_empty())) { + // Find the common ancestor of `gui.mouse_over` and `over`. + Control *common_ancestor = nullptr; + LocalVector<Control *> over_ancestors; + + if (over) { + // Get all ancestors that the mouse is currently over and need an enter signal. + CanvasItem *ancestor = over; + while (ancestor) { + Control *ancestor_control = Object::cast_to<Control>(ancestor); + if (ancestor_control) { + if (ancestor_control->get_mouse_filter() != Control::MOUSE_FILTER_IGNORE) { + int found = gui.mouse_over_hierarchy.find(ancestor_control); + if (found >= 0) { + common_ancestor = gui.mouse_over_hierarchy[found]; + break; + } + over_ancestors.push_back(ancestor_control); + } + if (ancestor_control->get_mouse_filter() == Control::MOUSE_FILTER_STOP) { + // MOUSE_FILTER_STOP breaks the propagation chain. + break; + } + } + if (ancestor->is_set_as_top_level()) { + // Top level breaks the propagation chain. + break; + } + ancestor = ancestor->get_parent_item(); + } + } + + if (gui.mouse_over || !gui.mouse_over_hierarchy.is_empty()) { + // Send Mouse Exit Self and Mouse Exit notifications. + _drop_mouse_over(common_ancestor); } else { _drop_physics_mouseover(); } - gui.mouse_over = over; if (over) { - over->notification(Control::NOTIFICATION_MOUSE_ENTER); + gui.mouse_over = over; + gui.mouse_over_hierarchy.reserve(gui.mouse_over_hierarchy.size() + over_ancestors.size()); + + // Send Mouse Enter notifications to parents first. + for (int i = over_ancestors.size() - 1; i >= 0; i--) { + over_ancestors[i]->notification(Control::NOTIFICATION_MOUSE_ENTER); + gui.mouse_over_hierarchy.push_back(over_ancestors[i]); + } + + // Send Mouse Enter Self notification. + gui.mouse_over->notification(Control::NOTIFICATION_MOUSE_ENTER_SELF); + notify_embedded_viewports = true; } } @@ -3119,7 +3249,7 @@ void Viewport::_mouse_leave_viewport() { notification(NOTIFICATION_VP_MOUSE_EXIT); } -void Viewport::_drop_mouse_over() { +void Viewport::_drop_mouse_over(Control *p_until_control) { _gui_cancel_tooltip(); SubViewportContainer *c = Object::cast_to<SubViewportContainer>(gui.mouse_over); if (c) { @@ -3131,10 +3261,19 @@ void Viewport::_drop_mouse_over() { v->_mouse_leave_viewport(); } } - if (gui.mouse_over->is_inside_tree()) { - gui.mouse_over->notification(Control::NOTIFICATION_MOUSE_EXIT); + if (gui.mouse_over && gui.mouse_over->is_inside_tree()) { + gui.mouse_over->notification(Control::NOTIFICATION_MOUSE_EXIT_SELF); } gui.mouse_over = nullptr; + + // Send Mouse Exit notifications to children first. Don't send to p_until_control or above. + int notification_until = p_until_control ? gui.mouse_over_hierarchy.find(p_until_control) + 1 : 0; + for (int i = gui.mouse_over_hierarchy.size() - 1; i >= notification_until; i--) { + if (gui.mouse_over_hierarchy[i]->is_inside_tree()) { + gui.mouse_over_hierarchy[i]->notification(Control::NOTIFICATION_MOUSE_EXIT); + } + } + gui.mouse_over_hierarchy.resize(notification_until); } void Viewport::push_input(const Ref<InputEvent> &p_event, bool p_local_coords) { diff --git a/scene/main/viewport.h b/scene/main/viewport.h index 65777c973f..82a9bfc438 100644 --- a/scene/main/viewport.h +++ b/scene/main/viewport.h @@ -361,6 +361,7 @@ private: BitField<MouseButtonMask> mouse_focus_mask; Control *key_focus = nullptr; Control *mouse_over = nullptr; + LocalVector<Control *> mouse_over_hierarchy; Window *subwindow_over = nullptr; // mouse_over and subwindow_over are mutually exclusive. At all times at least one of them is nullptr. Window *windowmanager_window_over = nullptr; // Only used in root Viewport. Control *drag_mouse_over = nullptr; @@ -429,6 +430,7 @@ private: void _gui_remove_control(Control *p_control); void _gui_hide_control(Control *p_control); + void _gui_update_mouse_over(); void _gui_force_drag(Control *p_base, const Variant &p_data, Control *p_control); void _gui_set_drag_preview(Control *p_base, Control *p_control); @@ -455,7 +457,7 @@ private: void _canvas_layer_add(CanvasLayer *p_canvas_layer); void _canvas_layer_remove(CanvasLayer *p_canvas_layer); - void _drop_mouse_over(); + void _drop_mouse_over(Control *p_until_control = nullptr); void _drop_mouse_focus(); void _drop_physics_mouseover(bool p_paused_only = false); @@ -494,6 +496,7 @@ protected: public: void canvas_parent_mark_dirty(Node *p_node); + void canvas_item_top_level_changed(); uint64_t get_processed_events_count() const { return event_count; } diff --git a/tests/scene/test_viewport.h b/tests/scene/test_viewport.h index 0c53668c6d..1afae66ee0 100644 --- a/tests/scene/test_viewport.h +++ b/tests/scene/test_viewport.h @@ -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); |
