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