#93: drive the research menu with a mouse, and close the hole under it
Two separate faults, both reported on the same ticket. The menu was inert under a mouse. Input reaches the tree as raw events through BuildController._unhandled_input, because a Control that consumes them through the GUI system swallows the drag, and the tree only ever read touch events. That was invisible while the project set emulate_touch_from_mouse and every click arrived as a synthetic touch; with that setting gone, nothing selects and nothing scrolls, and there is no other way to research anything on a desktop. The press and the pan are now the behaviour, with touch and mouse as two ways in to them. Motion pans only while the button is held - a hovering pointer must not drag the tree out from under the reader - and the wheel scrolls, which is the first thing a desktop player reaches for. The panel also still had the buy button's hole in it. That button went away in #83 and nothing moved down into the space, leaving ~180px of dead panel below the readout while the tree above it stayed cramped. The readout moves down 154px and the canvas takes the height: 1190px to 1344px. The test drives clicks through BuildController rather than into the view, since the missing piece was the routing - calling the view directly would have passed against the bug as reported. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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5 changed files with 242 additions and 11 deletions
181
tests/test_skill_menu.gd
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tests/test_skill_menu.gd
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extends SceneTree
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# Headless test: run with
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# godot --headless -s res://tests/test_skill_menu.gd
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# Forgejo #93, both halves of it.
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#
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# A mouse could not drive the research menu at all. Input reaches the tree
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# through BuildController._unhandled_input as raw events (a Control that
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# eats them through the GUI system would swallow the drag - see
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# SkillTreeView's header), and the tree only ever read touch events. That
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# was invisible for as long as the project set emulate_touch_from_mouse,
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# which handed it a synthetic touch per click; with that setting gone, the
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# menu is inert under a mouse and there is no other way to research
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# anything on a desktop.
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#
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# The panel also still had a hole in it. The buy button below the readout
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# went away in #83, and nothing moved into the space, so ~180px of empty
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# panel sat under the text while the tree canvas above it stayed cramped.
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#
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# Covers:
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# A. a left click selects a node, through the real routing in
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# BuildController rather than by calling the view directly
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# B. a second click on the SAME node researches it, which is #83's
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# confirm gesture reached with a mouse
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# C. holding the left button and moving scrolls the canvas, and moving
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# with no button held does NOT - a hovering pointer must not drag the
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# tree out from under the reader
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# D. the wheel scrolls, in both directions
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# E. the readout sits at the bottom of the panel and the tree canvas fills
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# everything above it, so neither the dead band nor the cramped tree
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# comes back
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const GAP_TOLERANCE: float = 48.0
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var game_state: Node
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var scene: Node
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var controller: Node
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var skill_menu: Control
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var tree_view: Control
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var stage: int = 0
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var elapsed: float = 0.0
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func _initialize() -> void:
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game_state = root.get_node("GameState")
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game_state.buildings.clear()
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game_state.extractors.clear()
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game_state.reset_progression()
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game_state.reset_formation()
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game_state.rocks = 500
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scene = load("res://world/Main.tscn").instantiate()
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root.add_child(scene)
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controller = scene.get_node("BuildController")
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skill_menu = scene.get_node("UI/SkillMenu")
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tree_view = scene.get_node("UI/SkillMenu/Tree")
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func _click(at: Vector2, pressed: bool) -> void:
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var event: InputEventMouseButton = InputEventMouseButton.new()
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event.button_index = MOUSE_BUTTON_LEFT
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event.pressed = pressed
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event.position = at
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# Through the controller, not straight into the view: the missing piece
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# was the ROUTING, so a test that called tree_view.handle_mouse_button()
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# itself would have passed against the reported bug.
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controller._unhandled_input(event)
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func _wheel(button: int) -> void:
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var event: InputEventMouseButton = InputEventMouseButton.new()
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event.button_index = button
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event.pressed = true
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event.position = tree_view.global_position + tree_view.size * 0.5
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controller._unhandled_input(event)
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func _move(relative: Vector2) -> void:
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var event: InputEventMouseMotion = InputEventMouseMotion.new()
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event.relative = relative
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event.position = tree_view.global_position + tree_view.size * 0.5
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controller._unhandled_input(event)
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func _node_at(id: String) -> Vector2:
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return tree_view.global_position + tree_view.node_screen_pos(game_state.skill_node(id))
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func _process(delta: float) -> bool:
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elapsed += delta
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if stage == 0:
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scene.get_node("AsteroidField").set_process(false)
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scene.get_node("EnemySpawner").set_process(false)
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scene.get_node("BuildingField").place(GameState.BUILDING_MOTHERSHIP, Vector2(400.0, 0.0))
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elapsed = 0.0
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stage = 1
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return false
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if stage != 1 or elapsed < 0.2:
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return false
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stage = 2
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var mothership: Node2D = null
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for building in scene.get_node("BuildingField").spawned:
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if is_instance_valid(building) and building.building_type == GameState.BUILDING_MOTHERSHIP:
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mothership = building
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controller.current_building = mothership
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controller._on_action_pressed()
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if not skill_menu.visible:
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return _fail("the mothership did not open the research menu")
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# --- A. a click selects --------------------------------------------
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var shipyards: Vector2 = _node_at("shipyards")
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_click(shipyards, true)
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if tree_view.selected_id != "shipyards":
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return _fail("a left click on a node selected \"%s\" instead of it" % tree_view.selected_id)
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_click(shipyards, false)
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print("a left click selects the node under it")
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# --- B. a second click researches ----------------------------------
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if game_state.is_unlocked("shipyards"):
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return _fail("shipyards was already researched, so the confirm proves nothing")
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_click(shipyards, true)
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_click(shipyards, false)
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if not game_state.is_unlocked("shipyards"):
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return _fail("a second click on the selected node did not research it")
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print("a second click on the same node researches it")
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# --- C. held drag scrolls, a bare hover does not --------------------
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var before: float = tree_view.scroll_y
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_move(Vector2(0.0, 120.0))
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if not is_equal_approx(tree_view.scroll_y, before):
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return _fail("the tree scrolled under a hovering pointer with no button held")
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_click(_node_at("shipyards"), true)
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_move(Vector2(0.0, 120.0))
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var dragged: float = tree_view.scroll_y
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if dragged >= before:
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return _fail("holding the button and moving did not scroll the tree (%f -> %f)" \
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% [before, dragged])
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_click(_node_at("shipyards"), false)
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_move(Vector2(0.0, 120.0))
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if not is_equal_approx(tree_view.scroll_y, dragged):
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return _fail("the tree kept scrolling after the button was released")
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print("drag scrolls only while the button is held: %.0f -> %.0f" % [before, dragged])
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# --- D. the wheel scrolls ------------------------------------------
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_wheel(MOUSE_BUTTON_WHEEL_UP)
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var wheeled: float = tree_view.scroll_y
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if wheeled >= dragged:
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return _fail("the wheel did not scroll the tree upward")
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_wheel(MOUSE_BUTTON_WHEEL_DOWN)
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if tree_view.scroll_y <= wheeled:
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return _fail("the wheel did not scroll back down")
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print("the wheel scrolls both ways")
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# --- E. the panel has no dead band at the bottom --------------------
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var detail: Control = scene.get_node("UI/SkillMenu/DetailLabel")
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var status: Control = scene.get_node("UI/SkillMenu/StatusLabel")
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var tree_bottom: float = tree_view.position.y + tree_view.size.y
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var readout_gap: float = detail.position.y - tree_bottom
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var floor_gap: float = skill_menu.size.y - (status.position.y + status.size.y)
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print("tree %.0fpx tall, %.0fpx to the readout, %.0fpx of panel below it" \
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% [tree_view.size.y, readout_gap, floor_gap])
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if tree_view.size.y <= 0.0:
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return _fail("the tree canvas has no height")
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if readout_gap < 0.0:
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return _fail("the tree canvas overlaps the readout below it")
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if readout_gap > GAP_TOLERANCE:
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return _fail("%.0fpx of unused panel between the tree and the readout" % readout_gap)
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if floor_gap > GAP_TOLERANCE:
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return _fail("%.0fpx of dead panel below the readout - the removed buy button's hole" \
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% floor_gap)
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print("TEST_SKILL_MENU: PASS")
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quit(0)
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return true
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func _fail(message: String) -> bool:
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print("TEST_SKILL_MENU: FAIL (%s)" % message)
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quit(1)
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return true
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