# This class provides a runner for scense to simulate interactions like keyboard or mouse class_name GdUnitSceneRunnerImpl extends GdUnitSceneRunner var GdUnitFuncAssertImpl: GDScript = ResourceLoader.load("res://addons/gdUnit4/src/asserts/GdUnitFuncAssertImpl.gd", "GDScript", ResourceLoader.CACHE_MODE_REUSE) # mapping of mouse buttons and his masks const MAP_MOUSE_BUTTON_MASKS := { MOUSE_BUTTON_LEFT : MOUSE_BUTTON_MASK_LEFT, MOUSE_BUTTON_RIGHT : MOUSE_BUTTON_MASK_RIGHT, MOUSE_BUTTON_MIDDLE : MOUSE_BUTTON_MASK_MIDDLE, # https://github.com/godotengine/godot/issues/73632 MOUSE_BUTTON_WHEEL_UP : 1 << (MOUSE_BUTTON_WHEEL_UP - 1), MOUSE_BUTTON_WHEEL_DOWN : 1 << (MOUSE_BUTTON_WHEEL_DOWN - 1), MOUSE_BUTTON_XBUTTON1 : MOUSE_BUTTON_MASK_MB_XBUTTON1, MOUSE_BUTTON_XBUTTON2 : MOUSE_BUTTON_MASK_MB_XBUTTON2, } var _is_disposed := false var _current_scene: Node = null var _awaiter: GdUnitAwaiter = GdUnitAwaiter.new() var _verbose: bool var _simulate_start_time: LocalTime var _last_input_event: InputEvent = null var _mouse_button_on_press := [] var _key_on_press := [] var _action_on_press := [] var _curent_mouse_position: Vector2 # holds the touch position for each touch index # { index: int = position: Vector2} var _current_touch_position: Dictionary = {} # holds the curretn touch drag position var _current_touch_drag_position: Vector2 = Vector2.ZERO # time factor settings var _time_factor := 1.0 var _saved_iterations_per_second: float var _scene_auto_free := false func _init(p_scene: Variant, p_verbose: bool, p_hide_push_errors := false) -> void: _verbose = p_verbose _saved_iterations_per_second = Engine.get_physics_ticks_per_second() @warning_ignore("return_value_discarded") set_time_factor(1) # handle scene loading by resource path if typeof(p_scene) == TYPE_STRING: @warning_ignore("unsafe_cast") if !ResourceLoader.exists(p_scene as String): if not p_hide_push_errors: push_error("GdUnitSceneRunner: Can't load scene by given resource path: '%s'. The resource does not exists." % p_scene) return if !str(p_scene).ends_with(".tscn") and !str(p_scene).ends_with(".scn") and !str(p_scene).begins_with("uid://"): if not p_hide_push_errors: push_error("GdUnitSceneRunner: The given resource: '%s'. is not a scene." % p_scene) return @warning_ignore("unsafe_cast") _current_scene = (load(p_scene as String) as PackedScene).instantiate() _scene_auto_free = true else: # verify we have a node instance if not p_scene is Node: if not p_hide_push_errors: push_error("GdUnitSceneRunner: The given instance '%s' is not a Node." % p_scene) return _current_scene = p_scene if _current_scene == null: if not p_hide_push_errors: push_error("GdUnitSceneRunner: Scene must be not null!") return _scene_tree().root.add_child(_current_scene) Engine.set_meta("GdUnitSceneRunner", self) # do finally reset all open input events when the scene is removed @warning_ignore("return_value_discarded") _scene_tree().root.child_exiting_tree.connect(func f(child: Node) -> void: if child == _current_scene: _reset_input_to_default() ) _simulate_start_time = LocalTime.now() # we need to set inital a valid window otherwise the warp_mouse() is not handled move_window_to_foreground() # set inital mouse pos to 0,0 var max_iteration_to_wait := 0 while get_global_mouse_position() != Vector2.ZERO and max_iteration_to_wait < 100: Input.warp_mouse(Vector2.ZERO) max_iteration_to_wait += 1 func _notification(what: int) -> void: if what == NOTIFICATION_PREDELETE and is_instance_valid(self): # reset time factor to normal __deactivate_time_factor() if is_instance_valid(_current_scene): move_window_to_background() _scene_tree().root.remove_child(_current_scene) # do only free scenes instanciated by this runner if _scene_auto_free: _current_scene.free() _is_disposed = true _current_scene = null Engine.remove_meta("GdUnitSceneRunner") func _scene_tree() -> SceneTree: return Engine.get_main_loop() as SceneTree func await_input_processed() -> void: if scene() != null and scene().process_mode != Node.PROCESS_MODE_DISABLED: Input.flush_buffered_events() await (Engine.get_main_loop() as SceneTree).process_frame await (Engine.get_main_loop() as SceneTree).physics_frame @warning_ignore("return_value_discarded") func simulate_action_pressed(action: String, event_index := -1) -> GdUnitSceneRunner: simulate_action_press(action, event_index) simulate_action_release(action, event_index) return self func simulate_action_press(action: String, event_index := -1) -> GdUnitSceneRunner: __print_current_focus() var event := InputEventAction.new() event.pressed = true event.action = action event.event_index = event_index _action_on_press.append(action) return _handle_input_event(event) func simulate_action_release(action: String, event_index := -1) -> GdUnitSceneRunner: __print_current_focus() var event := InputEventAction.new() event.pressed = false event.action = action event.event_index = event_index _action_on_press.erase(action) return _handle_input_event(event) @warning_ignore("return_value_discarded") func simulate_key_pressed(key_code: int, shift_pressed := false, ctrl_pressed := false) -> GdUnitSceneRunner: _push_warning_deprecated_arguments(shift_pressed, ctrl_pressed) simulate_key_press(key_code, shift_pressed, ctrl_pressed) await _scene_tree().process_frame simulate_key_release(key_code, shift_pressed, ctrl_pressed) return self func simulate_key_press(key_code: int, shift_pressed := false, ctrl_pressed := false) -> GdUnitSceneRunner: _push_warning_deprecated_arguments(shift_pressed, ctrl_pressed) __print_current_focus() var event := InputEventKey.new() event.pressed = true event.keycode = key_code as Key event.physical_keycode = key_code as Key event.unicode = key_code event.set_alt_pressed(key_code == KEY_ALT) event.set_shift_pressed(shift_pressed) event.set_ctrl_pressed(ctrl_pressed) event.get_modifiers_mask() _apply_input_modifiers(event) _key_on_press.append(key_code) return _handle_input_event(event) func simulate_key_release(key_code: int, shift_pressed := false, ctrl_pressed := false) -> GdUnitSceneRunner: _push_warning_deprecated_arguments(shift_pressed, ctrl_pressed) __print_current_focus() var event := InputEventKey.new() event.pressed = false event.keycode = key_code as Key event.physical_keycode = key_code as Key event.unicode = key_code event.set_alt_pressed(key_code == KEY_ALT) event.set_shift_pressed(shift_pressed) event.set_ctrl_pressed(ctrl_pressed) _apply_input_modifiers(event) _key_on_press.erase(key_code) return _handle_input_event(event) func set_mouse_position(pos: Vector2) -> GdUnitSceneRunner: var event := InputEventMouseMotion.new() event.position = pos event.global_position = get_global_mouse_position() _apply_input_modifiers(event) return _handle_input_event(event) func get_mouse_position() -> Vector2: if _last_input_event is InputEventMouse: return (_last_input_event as InputEventMouse).position var current_scene := scene() if current_scene != null: return current_scene.get_viewport().get_mouse_position() return Vector2.ZERO func get_global_mouse_position() -> Vector2: return (Engine.get_main_loop() as SceneTree).root.get_mouse_position() func simulate_mouse_move(position: Vector2) -> GdUnitSceneRunner: var event := InputEventMouseMotion.new() event.position = position event.relative = position - get_mouse_position() event.global_position = get_global_mouse_position() _apply_input_mouse_mask(event) _apply_input_modifiers(event) return _handle_input_event(event) @warning_ignore("return_value_discarded") func simulate_mouse_move_relative(relative: Vector2, time: float = 1.0, trans_type: Tween.TransitionType = Tween.TRANS_LINEAR) -> GdUnitSceneRunner: var tween := _scene_tree().create_tween() _curent_mouse_position = get_mouse_position() var final_position := _curent_mouse_position + relative tween.tween_property(self, "_curent_mouse_position", final_position, time).set_trans(trans_type) tween.play() while not get_mouse_position().is_equal_approx(final_position): simulate_mouse_move(_curent_mouse_position) await _scene_tree().process_frame return self @warning_ignore("return_value_discarded") func simulate_mouse_move_absolute(position: Vector2, time: float = 1.0, trans_type: Tween.TransitionType = Tween.TRANS_LINEAR) -> GdUnitSceneRunner: var tween := _scene_tree().create_tween() _curent_mouse_position = get_mouse_position() tween.tween_property(self, "_curent_mouse_position", position, time).set_trans(trans_type) tween.play() while not get_mouse_position().is_equal_approx(position): simulate_mouse_move(_curent_mouse_position) await _scene_tree().process_frame return self @warning_ignore("return_value_discarded") func simulate_mouse_button_pressed(button_index: MouseButton, double_click := false) -> GdUnitSceneRunner: simulate_mouse_button_press(button_index, double_click) simulate_mouse_button_release(button_index) return self func simulate_mouse_button_press(button_index: MouseButton, double_click := false) -> GdUnitSceneRunner: var event := InputEventMouseButton.new() event.button_index = button_index event.pressed = true event.double_click = double_click _apply_input_mouse_position(event) _apply_input_mouse_mask(event) _apply_input_modifiers(event) _mouse_button_on_press.append(button_index) return _handle_input_event(event) func simulate_mouse_button_release(button_index: MouseButton) -> GdUnitSceneRunner: var event := InputEventMouseButton.new() event.button_index = button_index event.pressed = false _apply_input_mouse_position(event) _apply_input_mouse_mask(event) _apply_input_modifiers(event) _mouse_button_on_press.erase(button_index) return _handle_input_event(event) @warning_ignore("return_value_discarded") func simulate_screen_touch_pressed(index: int, position: Vector2, double_tap := false) -> GdUnitSceneRunner: simulate_screen_touch_press(index, position, double_tap) simulate_screen_touch_release(index) return self @warning_ignore("return_value_discarded") func simulate_screen_touch_press(index: int, position: Vector2, double_tap := false) -> GdUnitSceneRunner: if is_emulate_mouse_from_touch(): # we need to simulate in addition to the touch the mouse events set_mouse_position(position) simulate_mouse_button_press(MOUSE_BUTTON_LEFT) # push touch press event at position var event := InputEventScreenTouch.new() event.window_id = scene().get_window().get_window_id() event.index = index event.position = position event.double_tap = double_tap event.pressed = true _current_scene.get_viewport().push_input(event) # save current drag position by index _current_touch_position[index] = position return self @warning_ignore("return_value_discarded") func simulate_screen_touch_release(index: int, double_tap := false) -> GdUnitSceneRunner: if is_emulate_mouse_from_touch(): # we need to simulate in addition to the touch the mouse events simulate_mouse_button_release(MOUSE_BUTTON_LEFT) # push touch release event at position var event := InputEventScreenTouch.new() event.window_id = scene().get_window().get_window_id() event.index = index event.position = get_screen_touch_drag_position(index) event.pressed = false event.double_tap = (_last_input_event as InputEventScreenTouch).double_tap if _last_input_event is InputEventScreenTouch else double_tap _current_scene.get_viewport().push_input(event) return self func simulate_screen_touch_drag_relative(index: int, relative: Vector2, time: float = 1.0, trans_type: Tween.TransitionType = Tween.TRANS_LINEAR) -> GdUnitSceneRunner: var current_position: Vector2 = _current_touch_position[index] return await _do_touch_drag_at(index, current_position + relative, time, trans_type) func simulate_screen_touch_drag_absolute(index: int, position: Vector2, time: float = 1.0, trans_type: Tween.TransitionType = Tween.TRANS_LINEAR) -> GdUnitSceneRunner: return await _do_touch_drag_at(index, position, time, trans_type) @warning_ignore("return_value_discarded") func simulate_screen_touch_drag_drop(index: int, position: Vector2, drop_position: Vector2, time: float = 1.0, trans_type: Tween.TransitionType = Tween.TRANS_LINEAR) -> GdUnitSceneRunner: simulate_screen_touch_press(index, position) return await _do_touch_drag_at(index, drop_position, time, trans_type) @warning_ignore("return_value_discarded") func simulate_screen_touch_drag(index: int, position: Vector2) -> GdUnitSceneRunner: if is_emulate_mouse_from_touch(): simulate_mouse_move(position) var event := InputEventScreenDrag.new() event.window_id = scene().get_window().get_window_id() event.index = index event.position = position event.relative = _get_screen_touch_drag_position_or_default(index, position) - position event.velocity = event.relative / _scene_tree().root.get_process_delta_time() event.pressure = 1.0 _current_touch_position[index] = position _current_scene.get_viewport().push_input(event) return self func get_screen_touch_drag_position(index: int) -> Vector2: if _current_touch_position.has(index): return _current_touch_position[index] push_error("No touch drag position for index '%d' is set!" % index) return Vector2.ZERO func is_emulate_mouse_from_touch() -> bool: return ProjectSettings.get_setting("input_devices/pointing/emulate_mouse_from_touch", true) func _get_screen_touch_drag_position_or_default(index: int, default_position: Vector2) -> Vector2: if _current_touch_position.has(index): return _current_touch_position[index] return default_position @warning_ignore("return_value_discarded") func _do_touch_drag_at(index: int, drag_position: Vector2, time: float, trans_type: Tween.TransitionType) -> GdUnitSceneRunner: # start draging var event := InputEventScreenDrag.new() event.window_id = scene().get_window().get_window_id() event.index = index event.position = get_screen_touch_drag_position(index) event.pressure = 1.0 _current_touch_drag_position = event.position var tween := _scene_tree().create_tween() tween.tween_property(self, "_current_touch_drag_position", drag_position, time).set_trans(trans_type) tween.play() while not _current_touch_drag_position.is_equal_approx(drag_position): if is_emulate_mouse_from_touch(): # we need to simulate in addition to the drag the mouse move events simulate_mouse_move(event.position) # send touche drag event to new position event.relative = _current_touch_drag_position - event.position event.velocity = event.relative / _scene_tree().root.get_process_delta_time() event.position = _current_touch_drag_position _current_scene.get_viewport().push_input(event) await _scene_tree().process_frame # finaly drop it if is_emulate_mouse_from_touch(): simulate_mouse_move(drag_position) simulate_mouse_button_release(MOUSE_BUTTON_LEFT) var touch_drop_event := InputEventScreenTouch.new() touch_drop_event.window_id = event.window_id touch_drop_event.index = event.index touch_drop_event.position = drag_position touch_drop_event.pressed = false _current_scene.get_viewport().push_input(touch_drop_event) await _scene_tree().process_frame return self func set_time_factor(time_factor: float = 1.0) -> GdUnitSceneRunner: _time_factor = min(9.0, time_factor) __activate_time_factor() __print("set time factor: %f" % _time_factor) __print("set physics physics_ticks_per_second: %d" % (_saved_iterations_per_second*_time_factor)) return self func simulate_frames(frames: int, delta_milli: int = -1) -> GdUnitSceneRunner: var time_shift_frames :int = max(1, frames / _time_factor) for frame in time_shift_frames: if delta_milli == -1: await _scene_tree().process_frame else: await _scene_tree().create_timer(delta_milli * 0.001).timeout return self func simulate_until_signal(signal_name: String, ...args: Array) -> GdUnitSceneRunner: await _awaiter.await_signal_idle_frames(scene(), signal_name, args, 10000) return self func simulate_until_object_signal(source: Object, signal_name: String, ...args: Array) -> GdUnitSceneRunner: await _awaiter.await_signal_idle_frames(source, signal_name, args, 10000) return self func await_func(func_name: String, ...args: Array) -> GdUnitFuncAssert: return GdUnitFuncAssertImpl.new(scene(), func_name, args) func await_func_on(instance: Object, func_name: String, ...args: Array) -> GdUnitFuncAssert: return GdUnitFuncAssertImpl.new(instance, func_name, args) func await_signal(signal_name: String, args := [], timeout := 2000 ) -> void: await _awaiter.await_signal_on(scene(), signal_name, args, timeout) func await_signal_on(source: Object, signal_name: String, args := [], timeout := 2000 ) -> void: await _awaiter.await_signal_on(source, signal_name, args, timeout) func move_window_to_foreground() -> GdUnitSceneRunner: if not Engine.is_embedded_in_editor(): DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED) DisplayServer.window_move_to_foreground() return self func move_window_to_background() -> GdUnitSceneRunner: if not Engine.is_embedded_in_editor(): DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED) DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_MINIMIZED) return self func _property_exists(name: String) -> bool: return scene().get_property_list().any(func(properties :Dictionary) -> bool: return properties["name"] == name) func get_property(name: String) -> Variant: if not _property_exists(name): return "The property '%s' not exist checked loaded scene." % name return scene().get(name) func set_property(name: String, value: Variant) -> bool: if not _property_exists(name): push_error("The property named '%s' cannot be set, it does not exist!" % name) return false; scene().set(name, value) return true func invoke(name: String, ...args: Array) -> Variant: if scene().has_method(name): return await scene().callv(name, args) return "The method '%s' not exist checked loaded scene." % name func find_child(name: String, recursive: bool = true, owned: bool = false) -> Node: return scene().find_child(name, recursive, owned) func _scene_name() -> String: if scene() == null: return "unknown" var scene_script :GDScript = scene().get_script() var scene_name :String = scene().get_name() if not scene_script: return scene_name if not scene_name.begins_with("@"): return scene_name return scene_script.resource_name.get_basename() func __activate_time_factor() -> void: Engine.set_time_scale(_time_factor) Engine.set_physics_ticks_per_second((_saved_iterations_per_second * _time_factor) as int) func __deactivate_time_factor() -> void: Engine.set_time_scale(1) Engine.set_physics_ticks_per_second(_saved_iterations_per_second as int) # copy over current active modifiers func _apply_input_modifiers(event: InputEvent) -> void: if _last_input_event is InputEventWithModifiers and event is InputEventWithModifiers: var last_input_event := _last_input_event as InputEventWithModifiers var _event := event as InputEventWithModifiers _event.meta_pressed = _event.meta_pressed or last_input_event.meta_pressed _event.alt_pressed = _event.alt_pressed or last_input_event.alt_pressed _event.shift_pressed = _event.shift_pressed or last_input_event.shift_pressed _event.ctrl_pressed = _event.ctrl_pressed or last_input_event.ctrl_pressed # this line results into reset the control_pressed state!!! #event.command_or_control_autoremap = event.command_or_control_autoremap or _last_input_event.command_or_control_autoremap if _last_input_event is InputEventKey and event is InputEventWithModifiers: var last_input_event := _last_input_event as InputEventKey var _event := event as InputEventWithModifiers _event.shift_pressed = _event.shift_pressed or last_input_event.keycode == KEY_SHIFT _event.alt_pressed = _event.alt_pressed or last_input_event.keycode == KEY_ALT _event.ctrl_pressed = _event.ctrl_pressed or last_input_event.keycode == KEY_CTRL _event.meta_pressed = _event.meta_pressed or last_input_event.keycode == KEY_META # copy over current active mouse mask and combine with curren mask func _apply_input_mouse_mask(event: InputEvent) -> void: # first apply last mask if _last_input_event is InputEventMouse and event is InputEventMouse: (event as InputEventMouse).button_mask |= (_last_input_event as InputEventMouse).button_mask if event is InputEventMouseButton: var _event := event as InputEventMouseButton var button_mask :int = MAP_MOUSE_BUTTON_MASKS.get(_event.get_button_index(), 0) if _event.is_pressed(): _event.button_mask |= button_mask else: _event.button_mask ^= button_mask # copy over last mouse position if need func _apply_input_mouse_position(event: InputEvent) -> void: if _last_input_event is InputEventMouse and event is InputEventMouseButton: (event as InputEventMouseButton).position = (_last_input_event as InputEventMouse).position ## handle input action via Input modifieres func _handle_actions(event: InputEventAction) -> bool: if not InputMap.event_is_action(event, event.action, true): return false __print(" process action %s (%s) <- %s" % [scene(), _scene_name(), event.as_text()]) if event.is_pressed(): Input.action_press(event.action, event.get_strength()) else: Input.action_release(event.action) return true # for handling read https://docs.godotengine.org/en/stable/tutorials/inputs/inputevent.html?highlight=inputevent#how-does-it-work @warning_ignore("return_value_discarded") func _handle_input_event(event: InputEvent) -> GdUnitSceneRunner: if event is InputEventMouse: Input.warp_mouse((event as InputEventMouse).position as Vector2) Input.parse_input_event(event) if event is InputEventAction: _handle_actions(event as InputEventAction) var current_scene := scene() if is_instance_valid(current_scene): # do not flush events if node processing disabled otherwise we run into errors at tree removed if _current_scene.process_mode != Node.PROCESS_MODE_DISABLED: Input.flush_buffered_events() __print(" process event %s (%s) <- %s" % [current_scene, _scene_name(), event.as_text()]) if(current_scene.has_method("_gui_input")): (current_scene as Control)._gui_input(event) if(current_scene.has_method("_unhandled_input")): current_scene._unhandled_input(event) current_scene.get_viewport().set_input_as_handled() # save last input event needs to be merged with next InputEventMouseButton _last_input_event = event return self @warning_ignore("return_value_discarded") func _reset_input_to_default() -> void: # reset all mouse button to inital state if need for m_button :int in _mouse_button_on_press.duplicate(): if Input.is_mouse_button_pressed(m_button): simulate_mouse_button_release(m_button) _mouse_button_on_press.clear() for key_scancode :int in _key_on_press.duplicate(): if Input.is_key_pressed(key_scancode): simulate_key_release(key_scancode) _key_on_press.clear() for action :String in _action_on_press.duplicate(): if Input.is_action_pressed(action): simulate_action_release(action) _action_on_press.clear() if is_instance_valid(_current_scene) and _current_scene.process_mode != Node.PROCESS_MODE_DISABLED: Input.flush_buffered_events() _last_input_event = null func __print(message: String) -> void: if _verbose: prints(message) func __print_current_focus() -> void: if not _verbose: return var focused_node := scene().get_viewport().gui_get_focus_owner() if focused_node: prints(" focus checked %s" % focused_node) else: prints(" no focus set") func scene() -> Node: if is_instance_valid(_current_scene): return _current_scene if not _is_disposed: push_error("The current scene instance is not valid anymore! check your test is valid. e.g. check for missing awaits.") return null func _push_warning_deprecated_arguments(shift_pressed: bool, ctrl_pressed: bool) -> void: if shift_pressed: push_warning("Deprecated! Don't use 'shift_pressed' it will be removed in v7.0, checkout the documentaion how to use key combinations.") if ctrl_pressed: push_warning("Deprecated! Don't use 'ctrl_pressed' it will be removed in v7.0, checkout the documentaion how to use key combinations.")