Files
settled-reach/client/addons/gdUnit4/test/core/GdUnitSceneRunnerInputEventTest.gd
jpmschweitzerandClaude Opus 4.6 61e0762a84 chore(client): add gdUnit4 test framework addon
Vendor gdUnit4 for Godot 4 client testing (D-030).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 16:52:00 +01:00

1063 lines
39 KiB
GDScript

@warning_ignore_start("redundant_await", "unsafe_method_access")
# GdUnit generated TestSuite
extends GdUnitTestSuite
# TestSuite generated from
const __source = 'res://addons/gdUnit4/src/core/GdUnitSceneRunner.gd'
var _runner :GdUnitSceneRunner
var _scene_spy :Node
func before_test() -> void:
_scene_spy = spy("res://addons/gdUnit4/test/mocker/resources/scenes/TestScene.tscn")
_runner = scene_runner(_scene_spy)
# do handle outstanding events
await _runner.await_input_processed()
assert_initial_action_state()
assert_inital_mouse_state()
assert_inital_key_state()
# reset to inital state
reset(_scene_spy)
verify_no_more_interactions(_scene_spy)
# asserts to action strings
func assert_initial_action_state() -> void:
for action in InputMap.get_actions():
assert_bool(Input.is_action_pressed(action, true)).is_false()
# asserts to KeyList Enums
func assert_inital_key_state() -> void:
# scacode 4194304-4194415
for key in range(KEY_SPECIAL, KEY_LAUNCHF):
assert_bool(Input.is_key_pressed(key)).is_false()
assert_bool(Input.is_physical_key_pressed(key)).is_false()
# keycode 32-255
for key in range(KEY_SPACE, KEY_SECTION):
assert_bool(Input.is_key_pressed(key)).is_false()
assert_bool(Input.is_physical_key_pressed(key)).is_false()
#asserts to Mouse ButtonList Enums
func assert_inital_mouse_state() -> void:
for button :int in [
MOUSE_BUTTON_LEFT,
MOUSE_BUTTON_MIDDLE,
MOUSE_BUTTON_RIGHT,
MOUSE_BUTTON_XBUTTON1,
MOUSE_BUTTON_XBUTTON2,
MOUSE_BUTTON_WHEEL_UP,
MOUSE_BUTTON_WHEEL_DOWN,
MOUSE_BUTTON_WHEEL_LEFT,
MOUSE_BUTTON_WHEEL_RIGHT,
]:
assert_bool(Input.is_mouse_button_pressed(button))\
.override_failure_message("Expecting mouse button %s is not pressed state!" % 1)\
.is_false()
assert_that(Input.get_mouse_button_mask())\
.override_failure_message("Expecting mouse button mask %s is '0'!" % Input.get_mouse_button_mask())\
.is_equal(0)
func test_reset_to_inital_state_on_release() -> void:
var runner := scene_runner("res://addons/gdUnit4/test/mocker/resources/scenes/TestScene.tscn")
# simulate mouse buttons and key press but we never released it
runner.simulate_action_press("ui_up")
runner.simulate_mouse_button_press(MOUSE_BUTTON_LEFT)
runner.simulate_mouse_button_press(MOUSE_BUTTON_RIGHT)
runner.simulate_mouse_button_press(MOUSE_BUTTON_MIDDLE)
runner.simulate_key_press(KEY_0)
runner.simulate_key_press(KEY_X)
await await_idle_frame()
assert_bool(Input.is_action_pressed("ui_up")).is_true()
assert_bool(Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)).is_true()
assert_bool(Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT)).is_true()
assert_bool(Input.is_mouse_button_pressed(MOUSE_BUTTON_MIDDLE)).is_true()
assert_bool(Input.is_key_pressed(KEY_0)).is_true()
assert_bool(Input.is_key_pressed(KEY_X)).is_true()
# unreference the scene runner to enforce reset to initial Input state
runner._notification(NOTIFICATION_PREDELETE)
await await_idle_frame()
assert_bool(Input.is_action_pressed("ui_up")).is_false()
assert_bool(Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)).is_false()
assert_bool(Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT)).is_false()
assert_bool(Input.is_mouse_button_pressed(MOUSE_BUTTON_MIDDLE)).is_false()
assert_bool(Input.is_key_pressed(KEY_0)).is_false()
assert_bool(Input.is_key_pressed(KEY_X)).is_false()
func test_simulate_action_press() -> void:
# iterate over some example actions
var actions_to_simmulate :Array[String] = ["ui_up", "ui_down", "ui_left", "ui_right"]
for action in actions_to_simmulate:
assert_bool(InputMap.has_action(action)).is_true()
_runner.simulate_action_press(action)
await _runner.await_input_processed()
assert_bool(Input.is_action_pressed(action))\
.override_failure_message("Expect the action '%s' is pressed" % action).is_true()
assert_float(Input.get_action_strength(action))\
.is_equal_approx(1.0, 0.1)
assert_float(_runner.get_property("_last_pressed_strength"))\
.is_equal_approx(1.0, 0.1)
# other actions are not pressed
for action :String in ["ui_accept", "ui_select", "ui_cancel"]:
assert_bool(Input.is_action_pressed(action))\
.override_failure_message("Expect the action '%s' is NOT pressed" % action).is_false()
func test_simulate_action_release() -> void:
# iterate over some example actions
var actions_to_simmulate :Array[String] = ["ui_up", "ui_down", "ui_left", "ui_right"]
for action in actions_to_simmulate:
assert_bool(InputMap.has_action(action)).is_true()
_runner.simulate_action_press(action)
await await_idle_frame()
_runner.simulate_action_release(action)
assert_bool(Input.is_action_just_released(action))\
.override_failure_message("Expect the action '%s' is released" % action).is_true()
# other actions are not pressed
for action :String in ["ui_accept", "ui_select", "ui_cancel"]:
assert_bool(Input.is_action_pressed(action))\
.override_failure_message("Expect the action '%s' is NOT pressed" % action).is_false()
func test_simulate_key_press() -> void:
# iterate over some example keys
for key :int in [KEY_A, KEY_D, KEY_X, KEY_0]:
_runner.simulate_key_press(key)
await _runner.await_input_processed()
var event := InputEventKey.new()
event.keycode = key as Key
event.physical_keycode = key as Key
event.unicode = key
event.pressed = true
verify(_scene_spy, 1)._input(event)
assert_bool(Input.is_key_pressed(key)).is_true()
# verify all this keys are still handled as pressed
assert_bool(Input.is_key_pressed(KEY_A)).is_true()
assert_bool(Input.is_key_pressed(KEY_D)).is_true()
assert_bool(Input.is_key_pressed(KEY_X)).is_true()
assert_bool(Input.is_key_pressed(KEY_0)).is_true()
# other keys are not pressed
assert_bool(Input.is_key_pressed(KEY_B)).is_false()
assert_bool(Input.is_key_pressed(KEY_G)).is_false()
assert_bool(Input.is_key_pressed(KEY_Z)).is_false()
assert_bool(Input.is_key_pressed(KEY_1)).is_false()
# Simulates pressing shift+A
# Verified with "res://addons/gdUnit4/test/core/InputEventTestScene.tscn"
func test_simulate_key_press_SHIFT_and_A() -> void:
# press shift + A
_runner.simulate_key_press(KEY_SHIFT)
_runner.simulate_key_press(KEY_A)
await _runner.await_input_processed()
# We expect key A is pressed and also the modifier shift key
assert_bool(Input.is_key_pressed(KEY_A)).is_true()
assert_bool(Input.is_key_pressed(KEY_SHIFT)).is_true()
assert_bool(Input.is_key_pressed(KEY_ALT)).is_false()
assert_bool(Input.is_key_pressed(KEY_CTRL)).is_false()
assert_bool(Input.is_key_pressed(KEY_META)).is_false()
# In addition we need to verify we emit two input events:
# first the shift key is pressing (Shift)
var event := InputEventKey.new()
event.keycode = KEY_SHIFT
event.physical_keycode = KEY_SHIFT
event.unicode = KEY_SHIFT as int
event.pressed = true
event.shift_pressed = false
event.alt_pressed = false
event.ctrl_pressed = false
event.meta_pressed = false
verify(_scene_spy, 1)._input(event)
# second in addition the key A is pressing (Shift+A)
event = InputEventKey.new()
event.keycode = KEY_A
event.physical_keycode = KEY_A
event.unicode = KEY_A as int
event.pressed = true
event.shift_pressed = true
event.alt_pressed = false
event.ctrl_pressed = false
event.meta_pressed = false
verify(_scene_spy, 1)._input(event)
verify_no_more_interactions(_scene_spy)
# Simulate pressing key A and shift
# Verified with "res://addons/gdUnit4/test/core/InputEventTestScene.tscn"
func test_simulate_key_press_A_and_SHIFT() -> void:
# press key A + shift
_runner.simulate_key_press(KEY_A)
_runner.simulate_key_press(KEY_SHIFT)
await _runner.await_input_processed()
# We expect key A is pressed and also the modifier shift key
assert_bool(Input.is_key_pressed(KEY_A)).is_true()
assert_bool(Input.is_key_pressed(KEY_SHIFT)).is_true()
assert_bool(Input.is_key_pressed(KEY_ALT)).is_false()
assert_bool(Input.is_key_pressed(KEY_CTRL)).is_false()
assert_bool(Input.is_key_pressed(KEY_META)).is_false()
# In addition we need to verify we emit two input events:
# first the shift a is pressing (A)
var event := InputEventKey.new()
event.keycode = KEY_A
event.physical_keycode = KEY_A
event.unicode = KEY_A as int
event.pressed = true
event.shift_pressed = false
event.alt_pressed = false
event.ctrl_pressed = false
event.meta_pressed = false
verify(_scene_spy, 1)._input(event)
# second in addition the key shift is pressing (Shift)
event = InputEventKey.new()
event.keycode = KEY_SHIFT
event.physical_keycode = KEY_SHIFT
event.unicode = KEY_SHIFT as int
event.pressed = true
event.shift_pressed = false
event.alt_pressed = false
event.ctrl_pressed = false
event.meta_pressed = false
verify(_scene_spy, 1)._input(event)
verify_no_more_interactions(_scene_spy)
# Simulate releasing key shift+A
# Verified with "res://addons/gdUnit4/test/core/InputEventTestScene.tscn"
func test_simulate_key_released_SHIFT_and_A() -> void:
# release shift + A
_runner.simulate_key_release(KEY_SHIFT)
_runner.simulate_key_release(KEY_A)
await _runner.await_input_processed()
# We expect key A is NOT pressed (it was released) and no modifier keys
assert_bool(Input.is_key_pressed(KEY_A)).is_false()
assert_bool(Input.is_key_pressed(KEY_SHIFT)).is_false()
assert_bool(Input.is_key_pressed(KEY_ALT)).is_false()
assert_bool(Input.is_key_pressed(KEY_CTRL)).is_false()
assert_bool(Input.is_key_pressed(KEY_META)).is_false()
# In addition we need to verify we emit two input events:
# first the shift+a key is released (Shift+A)
var event := InputEventKey.new()
event.keycode = KEY_A
event.physical_keycode = KEY_A
event.unicode = KEY_A as int
event.pressed = false
event.shift_pressed = true
event.alt_pressed = false
event.ctrl_pressed = false
event.meta_pressed = false
verify(_scene_spy, 1)._input(event)
# second in addition the shift is released (Shift)
event = InputEventKey.new()
event.keycode = KEY_SHIFT
event.physical_keycode = KEY_SHIFT
event.unicode = KEY_SHIFT as int
event.pressed = false
event.shift_pressed = false
event.alt_pressed = false
event.ctrl_pressed = false
event.meta_pressed = false
verify(_scene_spy, 1)._input(event)
verify_no_more_interactions(_scene_spy)
# Simulate pressed key shift+A
# Verified with "res://addons/gdUnit4/test/core/InputEventTestScene.tscn"
func test_simulate_key_pressed_SHIFT_and_A() -> void:
# release shift + A
await _runner.simulate_key_pressed(KEY_SHIFT)
await _runner.simulate_key_pressed(KEY_A)
# We expect key A is NOT pressed (it was press and released) and no modifier keys
assert_bool(Input.is_key_pressed(KEY_A)).is_false()
assert_bool(Input.is_key_pressed(KEY_SHIFT)).is_false()
assert_bool(Input.is_key_pressed(KEY_ALT)).is_false()
assert_bool(Input.is_key_pressed(KEY_CTRL)).is_false()
assert_bool(Input.is_key_pressed(KEY_META)).is_false()
# In addition, we need to check whether we output two input events:
# first the shift key is pressing (Shift+A)
var event := InputEventKey.new()
event.keycode = KEY_A
event.physical_keycode = KEY_A
event.unicode = KEY_A as int
event.pressed = true
event.shift_pressed = true
event.alt_pressed = false
event.ctrl_pressed = false
event.meta_pressed = false
verify(_scene_spy, 1)._input(event)
# second in addition the key A is released (Shift+A)
event = InputEventKey.new()
event.keycode = KEY_A
event.physical_keycode = KEY_A
event.unicode = KEY_A as int
event.pressed = false
event.shift_pressed = true
event.alt_pressed = false
event.ctrl_pressed = false
event.meta_pressed = false
verify(_scene_spy, 1)._input(event)
# Simulate pressing key A + set shift modifier
# @deprecated
func test_simulate_key_press_A_with_shift_modifier() -> void:
# press key A + modifier shift
_runner.simulate_key_press(KEY_A, true)
await _runner.await_input_processed()
# We expect key A is pressing only and no modifier keys
assert_bool(Input.is_key_pressed(KEY_A)).is_true()
assert_bool(Input.is_key_pressed(KEY_SHIFT)).is_false()
assert_bool(Input.is_key_pressed(KEY_ALT)).is_false()
assert_bool(Input.is_key_pressed(KEY_CTRL)).is_false()
assert_bool(Input.is_key_pressed(KEY_META)).is_false()
# In addition we need to verify we emit one input events:
# the key A + modifier shift is pressing (Shift+A)
var event := InputEventKey.new()
event = InputEventKey.new()
event.keycode = KEY_A
event.physical_keycode = KEY_A
event.unicode = KEY_A as int
event.pressed = true
event.shift_pressed = true
event.alt_pressed = false
event.ctrl_pressed = false
event.meta_pressed = false
verify(_scene_spy, 1)._input(event)
verify_no_more_interactions(_scene_spy)
# Simulate releasing key A + set shift modifier
# @deprecated
func test_simulate_key_released_A_with_shift_modifier() -> void:
# release key A + modifiere shift
_runner.simulate_key_release(KEY_A, true)
await _runner.await_input_processed()
# We expect key A is NOT pressing and also no modifier keys
assert_bool(Input.is_key_pressed(KEY_A)).is_false()
assert_bool(Input.is_key_pressed(KEY_SHIFT)).is_false()
assert_bool(Input.is_key_pressed(KEY_ALT)).is_false()
assert_bool(Input.is_key_pressed(KEY_CTRL)).is_false()
assert_bool(Input.is_key_pressed(KEY_META)).is_false()
# In addition we need to verify we emit one input events:
# The key A and modifier shift is released (Shift+A)
var event := InputEventKey.new()
event.keycode = KEY_A
event.physical_keycode = KEY_A
event.unicode = KEY_A as int
event.pressed = false
event.shift_pressed = true
event.alt_pressed = false
event.ctrl_pressed = false
event.meta_pressed = false
verify(_scene_spy, 1)._input(event)
verify_no_more_interactions(_scene_spy)
# Simulate pressed key A + set shift modifier
# @deprecated
func test_simulate_key_pressed_A_with_shift_modifier() -> void:
# release key A + modifier shift
await _runner.simulate_key_pressed(KEY_A, true)
# We expect key A is NOT pressing (was press and released) and also no modifier keys
assert_bool(Input.is_key_pressed(KEY_SHIFT)).is_false()
assert_bool(Input.is_key_pressed(KEY_ALT)).is_false()
assert_bool(Input.is_key_pressed(KEY_CTRL)).is_false()
assert_bool(Input.is_key_pressed(KEY_META)).is_false()
assert_bool(Input.is_key_pressed(KEY_A)).is_false()
# In addition, we need to check whether we output two input events:
# first the key a + modifier shift is pressing (Shift+A)
var event := InputEventKey.new()
event.keycode = KEY_A
event.physical_keycode = KEY_A
event.unicode = KEY_A as int
event.pressed = true
event.shift_pressed = true
event.alt_pressed = false
event.ctrl_pressed = false
event.meta_pressed = false
verify(_scene_spy, 1)._input(event)
# second in addition the key a + modifier shift is released (Shift+A)
event = InputEventKey.new()
event.keycode = KEY_A
event.physical_keycode = KEY_A
event.unicode = KEY_A as int
event.pressed = false
event.shift_pressed = true
event.alt_pressed = false
event.ctrl_pressed = false
event.meta_pressed = false
verify(_scene_spy, 1)._input(event)
verify_no_more_interactions(_scene_spy)
func test_simulate_many_keys_press() -> void:
# press and hold keys W and Z
_runner.simulate_key_press(KEY_W)
_runner.simulate_key_press(KEY_Z)
await _runner.await_input_processed()
assert_bool(Input.is_key_pressed(KEY_W)).is_true()
assert_bool(Input.is_physical_key_pressed(KEY_W)).is_true()
assert_bool(Input.is_key_pressed(KEY_Z)).is_true()
assert_bool(Input.is_physical_key_pressed(KEY_Z)).is_true()
#now release key w
_runner.simulate_key_release(KEY_W)
await _runner.await_input_processed()
assert_bool(Input.is_key_pressed(KEY_W)).is_false()
assert_bool(Input.is_physical_key_pressed(KEY_W)).is_false()
assert_bool(Input.is_key_pressed(KEY_Z)).is_true()
assert_bool(Input.is_physical_key_pressed(KEY_Z)).is_true()
@warning_ignore("unsafe_property_access")
func test_simulate_keypressed_as_action() -> void:
# add custom action `player_jump` for key 'Space' is pressed
var event := InputEventKey.new()
event.keycode = KEY_SPACE
InputMap.add_action("player_jump")
InputMap.action_add_event("player_jump", event)
var runner := scene_runner("res://addons/gdUnit4/test/core/resources/scenes/input_actions/InputEventTestScene.tscn")
# precondition checks
var action_event := InputMap.action_get_events("player_jump")
assert_array(action_event).contains_exactly([event])
assert_bool(Input.is_action_just_released("player_jump", true)).is_false()
assert_bool(Input.is_action_just_released("ui_accept", true)).is_false()
assert_bool(Input.is_action_just_released("ui_select", true)).is_false()
@warning_ignore("unsafe_property_access")
assert_bool(runner.scene()._player_jump_action_released).is_false()
await runner.simulate_key_pressed(KEY_SPACE)
# it is important do not wait for next frame here, otherwise the input action cache is cleared and can't be use to verify
assert_bool(Input.is_action_just_released("player_jump", true)).is_true()
assert_bool(Input.is_action_just_released("ui_accept", true)).is_true()
assert_bool(Input.is_action_just_released("ui_select", true)).is_true()
@warning_ignore("unsafe_property_access")
assert_bool(runner.scene()._player_jump_action_released).is_true()
# test a key event is not trigger the custom action event
# simulate press only space+ctrl
runner._reset_input_to_default()
# @deprecated
runner.simulate_key_pressed(KEY_SPACE, false, true)
# it is important do not wait for next frame here, otherwise the input action cache is cleared and can't be use to verify
assert_bool(Input.is_action_just_released("player_jump", true)).is_false()
assert_bool(Input.is_action_just_released("ui_accept", true)).is_false()
assert_bool(Input.is_action_just_released("ui_select", true)).is_false()
@warning_ignore("unsafe_property_access")
assert_bool(runner.scene()._player_jump_action_released).is_false()
# cleanup custom action
InputMap.action_erase_events("player_jump")
InputMap.erase_action("player_jump")
func test_simulate_set_mouse_pos() -> void:
# save current global mouse pos
var gmp := _runner.get_global_mouse_position()
# set mouse to pos 100, 100
_runner.set_mouse_position(Vector2(100, 100))
await _runner.await_input_processed()
var event := InputEventMouseMotion.new()
event.position = Vector2(100, 100)
GodotVersionFixures.set_event_global_position(event, gmp)
verify(_scene_spy, 1)._input(event)
# set mouse to pos 800, 400
gmp = _runner.get_global_mouse_position()
_runner.set_mouse_position(Vector2(800, 400))
await _runner.await_input_processed()
event = InputEventMouseMotion.new()
event.position = Vector2(800, 400)
GodotVersionFixures.set_event_global_position(event, gmp)
verify(_scene_spy, 1)._input(event)
# and again back to 100,100
reset(_scene_spy)
gmp = _runner.get_global_mouse_position()
_runner.set_mouse_position(Vector2(100, 100))
await _runner.await_input_processed()
event = InputEventMouseMotion.new()
event.position = Vector2(100, 100)
GodotVersionFixures.set_event_global_position(event, gmp)
verify(_scene_spy, 1)._input(event)
func test_simulate_set_mouse_pos_with_modifiers() -> void:
var is_alt := false
var is_control := false
var is_shift := false
for modifier :int in [KEY_SHIFT, KEY_CTRL, KEY_ALT]:
is_alt = is_alt or KEY_ALT == modifier
is_control = is_control or KEY_CTRL == modifier
is_shift = is_shift or KEY_SHIFT == modifier
for mouse_button :int in [MOUSE_BUTTON_LEFT, MOUSE_BUTTON_MIDDLE, MOUSE_BUTTON_RIGHT]:
# simulate press shift, set mouse pos and final press mouse button
var gmp := _runner.get_global_mouse_position()
_runner.simulate_key_press(modifier)
_runner.set_mouse_position(Vector2.ZERO)
_runner.simulate_mouse_button_press(mouse_button)
await _runner.await_input_processed()
var event := InputEventMouseButton.new()
event.position = Vector2.ZERO
event.global_position = gmp
event.alt_pressed = is_alt
event.ctrl_pressed = is_control
event.shift_pressed = is_shift
event.pressed = true
event.button_index = mouse_button as MouseButton
event.button_mask = GdUnitSceneRunnerImpl.MAP_MOUSE_BUTTON_MASKS.get(mouse_button)
verify(_scene_spy, 1)._input(event)
assert_bool(Input.is_mouse_button_pressed(mouse_button)).is_true()
# finally release it
_runner.simulate_mouse_button_release(mouse_button)
await _runner.await_input_processed()
func test_simulate_mouse_move() -> void:
_runner.set_mouse_position(Vector2(10, 10))
var gmp := _runner.get_global_mouse_position()
_runner.simulate_mouse_move(Vector2(400, 100))
await _runner.await_input_processed()
var event := InputEventMouseMotion.new()
event.position = Vector2(400, 100)
GodotVersionFixures.set_event_global_position(event, gmp)
event.relative = Vector2(400, 100) - Vector2(10, 10)
verify(_scene_spy, 1)._input(event)
# move mouse to next pos
gmp = _runner.get_global_mouse_position()
_runner.simulate_mouse_move(Vector2(55, 42))
await await_idle_frame()
event = InputEventMouseMotion.new()
event.position = Vector2(55, 42)
GodotVersionFixures.set_event_global_position(event, gmp)
event.relative = Vector2(55, 42) - Vector2(400, 100)
verify(_scene_spy, 1)._input(event)
func test_simulate_mouse_move_relative() -> void:
#OS.window_minimized = false
_runner.set_mouse_position(Vector2(10, 10))
await _runner.await_input_processed()
assert_that(_runner.get_mouse_position()).is_equal(Vector2(10, 10))
# move the mouse in time of 1 second
# the final position is current + relative = Vector2(10, 10) + (Vector2(900, 400)
await _runner.simulate_mouse_move_relative(Vector2(900, 400), 1)
assert_vector(_runner.get_mouse_position()).is_equal_approx(Vector2(910, 410), Vector2.ONE)
# move the mouse back in time of 0.1 second
# Use the negative value of the previously moved action to move it back to the starting position
await _runner.simulate_mouse_move_relative(Vector2(-900, -400), 0.1)
assert_vector(_runner.get_mouse_position()).is_equal_approx(Vector2(10, 10), Vector2.ONE)
func test_simulate_mouse_move_absolute() -> void:
#OS.window_minimized = false
_runner.set_mouse_position(Vector2(10, 10))
await _runner.await_input_processed()
assert_that(_runner.get_mouse_position()).is_equal(Vector2(10, 10))
# move the mouse in time of 1 second
await _runner.simulate_mouse_move_absolute(Vector2(900, 400), 1)
assert_vector(_runner.get_mouse_position()).is_equal_approx(Vector2(900, 400), Vector2.ONE)
# move the mouse back in time of 0.1 second
await _runner.simulate_mouse_move_absolute(Vector2(10, 10), 0.1)
assert_vector(_runner.get_mouse_position()).is_equal_approx(Vector2(10, 10), Vector2.ONE)
func test_simulate_mouse_button_press_left() -> void:
# simulate mouse button press and hold
var gmp := _runner.get_global_mouse_position()
_runner.simulate_mouse_button_press(MOUSE_BUTTON_LEFT)
await _runner.await_input_processed()
var event := InputEventMouseButton.new()
event.position = Vector2.ZERO
event.global_position = gmp
event.pressed = true
event.button_index = MOUSE_BUTTON_LEFT
event.button_mask = GdUnitSceneRunnerImpl.MAP_MOUSE_BUTTON_MASKS.get(MOUSE_BUTTON_LEFT)
verify(_scene_spy, 1)._input(event)
assert_bool(Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)).is_true()
func test_simulate_mouse_button_press_left_doubleclick() -> void:
# simulate mouse button press double_click
var gmp := _runner.get_global_mouse_position()
_runner.simulate_mouse_button_press(MOUSE_BUTTON_LEFT, true)
await _runner.await_input_processed()
var event := InputEventMouseButton.new()
event.position = Vector2.ZERO
event.global_position = gmp
event.pressed = true
event.double_click = true
event.button_index = MOUSE_BUTTON_LEFT
event.button_mask = GdUnitSceneRunnerImpl.MAP_MOUSE_BUTTON_MASKS.get(MOUSE_BUTTON_LEFT)
verify(_scene_spy, 1)._input(event)
assert_bool(Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)).is_true()
func test_simulate_mouse_button_press_right() -> void:
# simulate mouse button press and hold
var gmp := _runner.get_global_mouse_position()
_runner.simulate_mouse_button_press(MOUSE_BUTTON_RIGHT)
await _runner.await_input_processed()
var event := InputEventMouseButton.new()
event.position = Vector2.ZERO
event.global_position = gmp
event.pressed = true
event.button_index = MOUSE_BUTTON_RIGHT
event.button_mask = GdUnitSceneRunnerImpl.MAP_MOUSE_BUTTON_MASKS.get(MOUSE_BUTTON_RIGHT)
verify(_scene_spy, 1)._input(event)
assert_bool(Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT)).is_true()
func test_simulate_mouse_button_press_left_and_right() -> void:
# simulate mouse button press left+right
var gmp := _runner.get_global_mouse_position()
_runner.simulate_mouse_button_press(MOUSE_BUTTON_LEFT)
_runner.simulate_mouse_button_press(MOUSE_BUTTON_RIGHT)
await _runner.await_input_processed()
# results in two events, first is left mouse button
var event := InputEventMouseButton.new()
event.position = Vector2.ZERO
event.global_position = gmp
event.pressed = true
event.button_index = MOUSE_BUTTON_LEFT
event.button_mask = MOUSE_BUTTON_MASK_LEFT
verify(_scene_spy, 1)._input(event)
# second is left+right and combined mask
event = InputEventMouseButton.new()
event.position = Vector2.ZERO
event.global_position = gmp
event.pressed = true
event.button_index = MOUSE_BUTTON_RIGHT
event.button_mask = MOUSE_BUTTON_MASK_LEFT|MOUSE_BUTTON_MASK_RIGHT
verify(_scene_spy, 1)._input(event)
assert_bool(Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)).is_true()
assert_bool(Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT)).is_true()
assert_that(Input.get_mouse_button_mask()).is_equal(MOUSE_BUTTON_MASK_LEFT|MOUSE_BUTTON_MASK_RIGHT)
func test_simulate_mouse_button_press_left_and_right_and_release() -> void:
# simulate mouse button press left+right
var gmp := _runner.get_global_mouse_position()
_runner.simulate_mouse_button_press(MOUSE_BUTTON_LEFT)
_runner.simulate_mouse_button_press(MOUSE_BUTTON_RIGHT)
await _runner.await_input_processed()
# will results into two events
# first for left mouse button
var event := InputEventMouseButton.new()
event.position = Vector2.ZERO
event.global_position = gmp
event.pressed = true
event.button_index = MOUSE_BUTTON_LEFT
event.button_mask = MOUSE_BUTTON_MASK_LEFT
verify(_scene_spy, 1)._input(event)
# second is left+right and combined mask
event = InputEventMouseButton.new()
event.position = Vector2.ZERO
event.global_position = gmp
event.pressed = true
event.button_index = MOUSE_BUTTON_RIGHT
event.button_mask = MOUSE_BUTTON_MASK_LEFT|MOUSE_BUTTON_MASK_RIGHT
verify(_scene_spy, 1)._input(event)
assert_bool(Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)).is_true()
assert_bool(Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT)).is_true()
assert_that(Input.get_mouse_button_mask()).is_equal(MOUSE_BUTTON_MASK_LEFT|MOUSE_BUTTON_MASK_RIGHT)
# now release the right button
gmp = _runner.get_global_mouse_position()
_runner.simulate_mouse_button_pressed(MOUSE_BUTTON_RIGHT)
await _runner.await_input_processed()
# will result in right button press false but stay with mask for left pressed
event = InputEventMouseButton.new()
event.position = Vector2.ZERO
event.global_position = gmp
event.pressed = false
event.button_index = MOUSE_BUTTON_RIGHT
event.button_mask = MOUSE_BUTTON_MASK_LEFT
verify(_scene_spy, 1)._input(event)
assert_bool(Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)).is_true()
assert_bool(Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT)).is_false()
assert_that(Input.get_mouse_button_mask()).is_equal(MOUSE_BUTTON_MASK_LEFT)
# finally relase left button
gmp = _runner.get_global_mouse_position()
_runner.simulate_mouse_button_pressed(MOUSE_BUTTON_LEFT)
await _runner.await_input_processed()
# will result in right button press false but stay with mask for left pressed
event = InputEventMouseButton.new()
event.position = Vector2.ZERO
event.global_position = gmp
event.pressed = false
event.button_index = MOUSE_BUTTON_LEFT
event.button_mask = 0
verify(_scene_spy, 1)._input(event)
assert_bool(Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)).is_false()
assert_bool(Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT)).is_false()
assert_that(Input.get_mouse_button_mask()).is_equal(0)
func test_simulate_mouse_button_pressed() -> void:
for mouse_button :int in [MOUSE_BUTTON_LEFT, MOUSE_BUTTON_MIDDLE, MOUSE_BUTTON_RIGHT]:
# simulate mouse button press and release
var gmp := _runner.get_global_mouse_position()
_runner.simulate_mouse_button_pressed(mouse_button)
await _runner.await_input_processed()
# it genrates two events, first for press and second as released
var event := InputEventMouseButton.new()
event.position = Vector2.ZERO
event.global_position = gmp
event.pressed = true
event.button_index = mouse_button as MouseButton
event.button_mask = GdUnitSceneRunnerImpl.MAP_MOUSE_BUTTON_MASKS.get(mouse_button)
verify(_scene_spy, 1)._input(event)
event = InputEventMouseButton.new()
event.position = Vector2.ZERO
event.global_position = gmp
event.pressed = false
event.button_index = mouse_button as MouseButton
event.button_mask = 0
verify(_scene_spy, 1)._input(event)
assert_bool(Input.is_mouse_button_pressed(mouse_button)).is_false()
verify(_scene_spy, 2)._input(any_class(InputEventMouseButton))
reset(_scene_spy)
func test_simulate_mouse_button_pressed_doubleclick() -> void:
for mouse_button :int in [MOUSE_BUTTON_LEFT, MOUSE_BUTTON_MIDDLE, MOUSE_BUTTON_RIGHT]:
# simulate mouse button press and release by double_click
var gmp := _runner.get_global_mouse_position()
_runner.simulate_mouse_button_pressed(mouse_button, true)
await _runner.await_input_processed()
# it genrates two events, first for press and second as released
var event := InputEventMouseButton.new()
event.position = Vector2.ZERO
event.global_position = gmp
event.pressed = true
event.double_click = true
event.button_index = mouse_button as MouseButton
event.button_mask = GdUnitSceneRunnerImpl.MAP_MOUSE_BUTTON_MASKS.get(mouse_button)
verify(_scene_spy, 1)._input(event)
event = InputEventMouseButton.new()
event.position = Vector2.ZERO
event.global_position = gmp
event.pressed = false
event.double_click = false
event.button_index = mouse_button as MouseButton
event.button_mask = 0
verify(_scene_spy, 1)._input(event)
assert_bool(Input.is_mouse_button_pressed(mouse_button)).is_false()
verify(_scene_spy, 2)._input(any_class(InputEventMouseButton))
reset(_scene_spy)
func test_simulate_mouse_button_press_and_release() -> void:
for mouse_button :int in [MOUSE_BUTTON_LEFT, MOUSE_BUTTON_MIDDLE, MOUSE_BUTTON_RIGHT]:
var gmp := _runner.get_global_mouse_position()
# simulate mouse button press and release
_runner.simulate_mouse_button_press(mouse_button)
await _runner.await_input_processed()
var event := InputEventMouseButton.new()
event.position = Vector2.ZERO
event.global_position = gmp
event.pressed = true
event.button_index = mouse_button as MouseButton
event.button_mask = GdUnitSceneRunnerImpl.MAP_MOUSE_BUTTON_MASKS.get(mouse_button)
verify(_scene_spy, 1)._input(event)
assert_bool(Input.is_mouse_button_pressed(mouse_button)).is_true()
# now simulate mouse button release
gmp = _runner.get_global_mouse_position()
_runner.simulate_mouse_button_release(mouse_button)
await _runner.await_input_processed()
event = InputEventMouseButton.new()
event.position = Vector2.ZERO
event.global_position = gmp
event.pressed = false
event.button_index = mouse_button as MouseButton
#event.button_mask = 0
verify(_scene_spy, 1)._input(event)
assert_bool(Input.is_mouse_button_pressed(mouse_button)).is_false()
#####################################################################################################################
# Tests of simulate touch screen inputs #
#####################################################################################################################
func test_simulate_screen_touch_press() -> void:
# simulate pressing the touching screen
_runner.simulate_screen_touch_press(0, Vector2(683, 339))
await _runner.await_input_processed()
# verify the InputEventScreenTouch is emitted
assert_that(_runner.get_screen_touch_drag_position(0)).is_equal(Vector2(683, 339))
var event := InputEventScreenTouch.new()
event.index = 0
event.position = Vector2(683, 339)
event.pressed = true
event.double_tap = false
verify(_scene_spy, 1)._input(event)
verify(_scene_spy, 1)._on_touch_1_pressed()
verify(_scene_spy, 0)._on_touch_1_released()
func test_simulate_screen_touch_press_double_click() -> void:
# simulate pressing the touch screen by a double click
_runner.simulate_screen_touch_press(0, Vector2(683, 339), true)
await _runner.await_input_processed()
# verify the InputEventScreenTouch is emitted
assert_that(_runner.get_screen_touch_drag_position(0)).is_equal(Vector2(683, 339))
var event := InputEventScreenTouch.new()
event.index = 0
event.position = Vector2(683, 339)
event.pressed = true
event.double_tap = true
verify(_scene_spy, 1)._input(event)
verify(_scene_spy, 1)._on_touch_1_pressed()
verify(_scene_spy, 0)._on_touch_1_released()
func test_simulate_screen_touch_pressed() -> void:
# simulate has touched the screen
_runner.simulate_screen_touch_pressed(0, Vector2(683, 339))
await _runner.await_input_processed()
# verify the InputEventScreenTouch is emitted
assert_that(_runner.get_screen_touch_drag_position(0)).is_equal(Vector2(683, 339))
var event := InputEventScreenTouch.new()
event.index = 0
event.position = Vector2(683, 339)
event.pressed = true
event.double_tap = false
verify(_scene_spy, 1)._input(event)
event.pressed = false
verify(_scene_spy, 1)._input(event)
verify(_scene_spy, 1)._on_touch_1_pressed()
verify(_scene_spy, 1)._on_touch_1_released()
func test_simulate_screen_touch_pressed_double_click() -> void:
# simulate have touched the touch screen by a double click
_runner.simulate_screen_touch_pressed(0, Vector2(683, 339), true)
await _runner.await_input_processed()
# verify the InputEventScreenTouch is emitted
assert_that(_runner.get_screen_touch_drag_position(0)).is_equal(Vector2(683, 339))
verify(_scene_spy, 1)._on_touch_1_pressed()
verify(_scene_spy, 1)._on_touch_1_released()
func test_simulate_screen_touch_release() -> void:
# setup touch is actual pressing
_runner.simulate_screen_touch_press(0, Vector2(683, 339))
# simulate no longer touches the screen
_runner.simulate_screen_touch_release(0)
await _runner.await_input_processed()
# verify the InputEventScreenTouch is emitted
assert_that(_runner.get_screen_touch_drag_position(0)).is_equal(Vector2(683, 339))
var event := InputEventScreenTouch.new()
event.index = 0
event.position = Vector2(683, 339)
event.pressed = false
event.double_tap = false
verify(_scene_spy, 1)._input(event)
verify(_scene_spy, 1)._on_touch_1_released()
func test_simulate_screen_touch_release_double_click() -> void:
# setup touch is actual pressing
_runner.simulate_screen_touch_press(0, Vector2(683, 339), true)
# simulate that no longer touches the screen as a double click
_runner.simulate_screen_touch_release(0, true)
await _runner.await_input_processed()
# verify the InputEventScreenTouch is emitted
assert_that(_runner.get_screen_touch_drag_position(0)).is_equal(Vector2(683, 339))
var event := InputEventScreenTouch.new()
event.index = 0
event.position = Vector2(683, 339)
event.pressed = false
event.double_tap = true
verify(_scene_spy, 1)._input(event)
verify(_scene_spy, 1)._on_touch_1_released()
func test_simulate_screen_touch_get_drag_position() -> void:
# press the touch screen by two fingers
_runner.simulate_screen_touch_press(0, Vector2(300, 100))
_runner.simulate_screen_touch_press(1, Vector2(300, 200))
# verify the drag position is saved for each index
assert_that(_runner.get_screen_touch_drag_position(0)).is_equal(Vector2(300, 100))
assert_that(_runner.get_screen_touch_drag_position(1)).is_equal(Vector2(300, 200))
func test_simulate_screen_touch_drag() -> void:
_runner.simulate_screen_touch_drag(0, Vector2(300, 100))
# verify the InputEventScreenTouch is emitted
assert_that(_runner.get_screen_touch_drag_position(0)).is_equal(Vector2(300, 100))
var event := InputEventScreenDrag.new()
event.index = 0
event.position = Vector2(300, 100)
event.relative = Vector2.ZERO
event.pressure = 1.0
verify(_scene_spy, 1)._input(event)
# drag to next position
_runner.simulate_screen_touch_drag(0, Vector2(400, 100))
# verify the InputEventScreenTouch is emitted
assert_that(_runner.get_screen_touch_drag_position(0)).is_equal(Vector2(400, 100))
event.index = 0
event.position = Vector2(400, 100)
event.relative = Vector2(300, 100) - Vector2(400, 100)
event.velocity = event.relative / get_tree().root.get_process_delta_time()
event.pressure = 1.0
verify(_scene_spy, 1)._input(event)
# Simulates a gesture in which two fingers are used as input
func test_simulate_screen_touch_gesture_press() -> void:
# simulate gesture with two fingers is touching the screen
# finger one has index=0
_runner.simulate_screen_touch_press(0, Vector2(300, 100))
# finger one has index=1
_runner.simulate_screen_touch_press(1, Vector2(300, 200))
# verify the InputEventScreenTouch is emitted for finger one
var touch_fg1 := InputEventScreenTouch.new()
touch_fg1.index = 0
touch_fg1.position = Vector2(300, 100)
touch_fg1.pressed = true
touch_fg1.double_tap = false
verify(_scene_spy, 1)._input(touch_fg1)
# and verify the InputEventScreenTouch is emitted for finger one
var touch_fg2 := InputEventScreenTouch.new()
touch_fg2.index = 1
touch_fg2.position = Vector2(300, 200)
touch_fg2.pressed = true
touch_fg2.double_tap = false
verify(_scene_spy, 1)._input(touch_fg2)
# Simulates a gesture in which two fingers are used as input
func test_simulate_screen_touch_gesture_release() -> void:
# setup two fingers are pressing the touch screen
# finger one has index=0
# finger one has index=1
_runner.simulate_screen_touch_press(0, Vector2(300, 100))
_runner.simulate_screen_touch_press(1, Vector2(300, 200))
# simulate gesture with two fingers is untouch the screen
_runner.simulate_screen_touch_release(0)
_runner.simulate_screen_touch_release(1)
# verify the InputEventScreenTouch is emitted for finger one
var touch_fg1 := InputEventScreenTouch.new()
touch_fg1.index = 0
touch_fg1.position = Vector2(300, 100)
touch_fg1.pressed = false
touch_fg1.double_tap = false
verify(_scene_spy, 1)._input(touch_fg1)
# and verify the InputEventScreenTouch is emitted for finger one
var touch_fg2 := InputEventScreenTouch.new()
touch_fg2.index = 1
touch_fg2.position = Vector2(300, 200)
touch_fg2.pressed = false
touch_fg2.double_tap = false
verify(_scene_spy, 1)._input(touch_fg2)
# Simulates a gesture in which two fingers are used as input
func test_simulate_screen_touch_gesture_zoom_out() -> void:
# setup two fingers are pressing the touch screen
# finger one has index=0
# finger one has index=1
var finger_one := Vector2(300, 200)
var finger_two := Vector2(300, 250)
_runner.simulate_screen_touch_press(0, finger_one)
_runner.simulate_screen_touch_press(1, finger_two)
# now simulate gestures by moving the points of contact away from each other
for y_pos in range(0, 105, 5):
_runner.simulate_screen_touch_drag(0, finger_one - Vector2(0, y_pos))
_runner.simulate_screen_touch_drag(1, finger_two + Vector2(0, y_pos))
# verify final position are correct
assert_that(_runner.get_screen_touch_drag_position(0)).is_equal(Vector2(300, 100))
assert_that(_runner.get_screen_touch_drag_position(1)).is_equal(Vector2(300, 350))
func test_text_input_processing() -> void:
_runner.move_window_to_foreground()
var lineEdit := _runner.find_child("TextInput") as LineEdit
# Focus the text input and clear any existing content
lineEdit.grab_focus()
assert_bool(lineEdit.has_focus()).is_true()
lineEdit.text = ""
# Type individual characters
_runner.simulate_key_pressed(KEY_H)
_runner.simulate_key_pressed(KEY_I)
await _runner.await_input_processed()
await _runner.simulate_frames(100)
# Verify text accumulation
assert_that(lineEdit.text).is_equal("HI");