extends SceneTree
## GATE — the collection keys reach the map whatever holds the keyboard (user 2026-10-18:
## "when i press m to create a new group from selected it doesnt do anything"). Keys are
## sent the way the game receives them — Viewport.push_input, with the unicode a real
## keypress carries — not into the map directly (gate_collection_keys' path).
##
## C0 nothing focused: M opens the Move-to-collection picker
## C1 the Outliner's Tree focused (you clicked rows to select): M opens the picker
## C2 nothing focused: Ctrl+G asks for the name; Enter makes a collection
## C3 the Tree focused: the same
##
## RUN: CI=true HYPERTPS_DAEMON_TCP=127.0.0.1:1 "$GODOT" --headless --path . --script res://scenes/test/gate_collection_focus.gd
var _frame := 0
var _map: Node = null
var _persist: Node = null
var fails := 0
var checks := 0
var _step := 0
var _brush := -1
var _ncols := 0
func _p(c: bool, m: String, got: Variant = "") -> void:
checks += 1
if not c:
fails += 1
print(" %-66s %s %s" % [m, "OK" if c else "**FAIL**", str(got)])
func _key(code: int, ch: String, ctrl := false, pressed := true) -> InputEventKey:
var e := InputEventKey.new()
e.physical_keycode = code
e.keycode = code
e.ctrl_pressed = ctrl
e.unicode = 0 if ctrl else ch.unicode_at(0)
e.pressed = pressed
return e
func _box(lo: Vector3, hi: Vector3) -> Array:
return [1, 0, 0, hi.x, -1, 0, 0, -lo.x, 0, 1, 0, hi.y, 0, -1, 0, -lo.y, 0, 0, 1, hi.z, 0, 0, -1, -lo.z]
func _setup() -> void:
_persist = _map.get("_persist")
var dot: String = _persist.record("brush.create", {"planes": _box(Vector3(0, 0, 0), Vector3(2, 1, 1)),
"proj": [], "material_id": 0, "level_id": 0, "sky": false})
_persist.refold()
_brush = _map.get("level").brush_by_key(dot)
func _focus(tree: bool) -> void:
var f := root.gui_get_focus_owner()
if f != null:
f.release_focus()
_map.select_brushes(PackedInt32Array([_brush]))
if tree:
var panel: Node = _map.get("_outliner")
var t: Tree = panel.get("_tree") if panel != null else null
if t != null:
t.grab_focus()
print(" focus owner: %s" % str(root.gui_get_focus_owner()))
func _send(code: int, ch: String, ctrl := false) -> void:
_ncols = (_persist.collection_tree()["cols"] as Dictionary).size()
root.push_input(_key(code, ch, ctrl))
root.push_input(_key(code, ch, ctrl, false))
func _picker_open() -> bool:
var q: Node = _map.get("_q_menu")
var open: bool = q != null and q.is_open()
if open:
q.get("_menu").hide()
root.get_node("/root/Keymap").pop_context("menu")
return open
## The name prompt is up: say so, and confirm it (Enter).
func _submit(label: String) -> void:
var q: Node = _map.get("_q_menu")
var open: bool = q != null and q.name_open()
_p(open, label)
if open:
q.submit_name("Group")
func _made() -> bool:
_persist.refold()
return (_persist.collection_tree()["cols"] as Dictionary).size() == _ncols + 1
func _process(_d: float) -> bool:
_frame += 1
if _frame == 1:
root.get_node("/root/GameMode").set_mode("build")
var keet: Node = root.get_node_or_null("/root/KeetService")
if keet != null:
keet.current_member_id = "gate-author"
var gs: Node = root.get_node_or_null("/root/GameState")
if gs != null:
gs.route("world:level:*", 1, "peer")
_map = (load("res://scenes/maps/map_flat.tscn") as PackedScene).instantiate()
root.add_child(_map)
return false
if _frame < 30 or _frame % 4 != 0:
return false
match _step:
0: _setup()
1:
_focus(false)
_send(KEY_M, "m")
2: _p(_picker_open(), "C0 nothing focused: M opens the picker")
3:
_focus(true)
_send(KEY_M, "m")
4: _p(_picker_open(), "C1 the Tree focused: M opens the picker", str(root.gui_get_focus_owner()))
5:
_focus(false)
_send(KEY_G, "g", true)
6: _submit("C2 nothing focused: Ctrl+G asks for the name")
7: _p(_made(), "C2 ... Enter makes the collection")
8:
_focus(true)
_send(KEY_G, "g", true)
9: _submit("C3 the Tree focused: Ctrl+G asks for the name")
10: _p(_made(), "C3 ... Enter makes the collection")
_:
if checks < 6:
print(" **FAIL** only %d checks ran -- setup died before the assertions" % checks)
fails += 1
print("\nGATE collection_focus: %s (%d checks, %d failed)" % ["PASS" if fails == 0 else "FAIL", checks, fails])
quit(0 if fails == 0 else 1)
return true
_step += 1
return false