spaceship/tests/test_icon_button_drag_cancel.gd

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GDScript3
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extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_icon_button_drag_cancel.gd
# Verifies IconButton only counts as pressed if the finger/cursor is still
# over the button when it lifts - dragging off the button before
# releasing (a standard way to "cancel" a touch/click) must NOT still
# trigger it, and releasing back inside the button's bounds must.
var main_scene: Node
var map_button: IconButton
var press_count: int = 0
func _initialize() -> void:
var packed: PackedScene = load("res://Main.tscn")
main_scene = packed.instantiate()
root.add_child(main_scene)
map_button = main_scene.get_node("UI/MapButton")
map_button.pressed.connect(_on_pressed)
func _process(_delta: float) -> bool:
var inside: Vector2 = map_button.size / 2.0
var far_outside: Vector2 = map_button.size * 10.0
# Press inside, release far outside the button's rect - must NOT fire.
_touch(true, inside)
_touch(false, far_outside)
var cancel_ok: bool = press_count == 0
print("after_drag_off press_count=%d cancel_ok=%s" % [press_count, cancel_ok])
# Press and release both inside - must fire normally.
_touch(true, inside)
_touch(false, inside)
var normal_press_ok: bool = press_count == 1
print("after_normal_press press_count=%d normal_press_ok=%s" % [press_count, normal_press_ok])
if cancel_ok and normal_press_ok:
print("TEST_ICON_BUTTON_DRAG_CANCEL: PASS")
quit(0)
else:
print("TEST_ICON_BUTTON_DRAG_CANCEL: FAIL")
quit(1)
return true
func _touch(is_pressed: bool, at_position: Vector2) -> void:
var ev: InputEventScreenTouch = InputEventScreenTouch.new()
ev.pressed = is_pressed
ev.position = at_position
map_button._gui_input(ev)
func _on_pressed() -> void:
press_count += 1