netfishing/tests/controller_focus_recovery_validation.gd

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GDScript3
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extends SceneTree
const ControllerFocusRecoveryType = preload(
"res://ui/controller_focus_recovery.gd"
)
var _failures: Array[String] = []
func _initialize() -> void:
_run.call_deferred()
func _run() -> void:
var stage := Control.new()
stage.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
root.add_child(stage)
var recovery := ControllerFocusRecoveryType.new()
stage.add_child(recovery)
var option_list := VBoxContainer.new()
option_list.position = Vector2(100.0, 100.0)
stage.add_child(option_list)
var original := _make_button("cute", "cute (show variants)")
option_list.add_child(original)
await process_frame
var controller_event := InputEventJoypadButton.new()
controller_event.button_index = JOY_BUTTON_A
controller_event.pressed = true
recovery._input(controller_event)
original.grab_focus()
await process_frame
_expect(root.gui_get_focus_owner() == original, "original option receives focus")
option_list.remove_child(original)
original.queue_free()
var replacement := _make_button("cute", "cute (hide variants)")
option_list.add_child(replacement)
await process_frame
await process_frame
_expect(
root.gui_get_focus_owner() == replacement,
"focus follows a rebuilt semantic option",
)
var explicit_target := _make_button("explicit", "explicit")
option_list.add_child(explicit_target)
option_list.remove_child(replacement)
replacement.queue_free()
explicit_target.grab_focus()
await process_frame
_expect(
root.gui_get_focus_owner() == explicit_target,
"explicit focus changes take precedence over recovery",
)
var leave_world_ui_event := InputEventJoypadButton.new()
leave_world_ui_event.button_index = JOY_BUTTON_LEFT_SHOULDER
leave_world_ui_event.pressed = true
recovery._input(leave_world_ui_event)
root.gui_release_focus()
await process_frame
await process_frame
_expect(
root.gui_get_focus_owner() == null,
"LB intentionally leaving world UI is never recovered",
)
stage.queue_free()
if _failures.is_empty():
print("Controller focus recovery validation: PASS")
quit(0)
return
for failure: String in _failures:
push_error(failure)
quit(1)
func _make_button(text: String, tooltip: String) -> Button:
var button := Button.new()
button.text = text
button.tooltip_text = tooltip
button.custom_minimum_size = Vector2(120.0, 48.0)
return button
func _expect(condition: bool, message: String) -> void:
if not condition:
_failures.append(message)