mirror of
https://github.com/InstanceBrick/nightcap.git
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* fix(input): fix mouse aiming, shooting refusal, key drops, and clean up test suite - Remove spurious Wayland RMB release heuristic in window event loop that falsely synthesized releases during mouse drag - Remove mouse motion lockout in WindowPointerCaptureOwner after releasing right-click - Accumulate relative pointer coordinates and clamp discrete clicks to viewport bounds so shooting clicks land on crosshairs in pointer lock mode - Implement mouse motion coalescing in PumpEvents to prevent high-polling rate mice from starving the event queue - Add ASCII and fallback scancode mapping in MapSdlKeyToAndroid to avoid dropping unmapped keys - Clean up obsolete static script-based regex tests and fix system install multi-arch test * fix(input): prevent focus loss lockout from dropping WASD and auto-release text focus on click - Automatically recover router focus when receiving active hardware input events so WASD/movement keys are never permanently dropped after Wayland/SDL focus loss transitions - Release stale Roblox text-input session when clicking anywhere in the game viewport so Roblox Lua movement scripts don't remain in TextBox-focused state - Allow mouse pointer capture when native lock is requested without gating on fragile focused_ flag --------- Co-authored-by: glook9001 <310372091+glook9001@users.noreply.github.com>
247 lines
7.5 KiB
C++
247 lines
7.5 KiB
C++
#include "window/window_pointer_capture_owner.h"
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#include <gtest/gtest.h>
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#include <cstddef>
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#include <vector>
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namespace mocktail {
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namespace window {
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namespace {
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class FakeBackend final : public PointerCaptureBackend {
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public:
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bool Apply(bool relative_mode, bool cursor_visible) override {
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calls.push_back({relative_mode, cursor_visible});
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return succeeds;
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}
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struct Call {
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bool relative_mode;
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bool cursor_visible;
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};
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std::vector<Call> calls;
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bool succeeds = true;
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};
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struct QueryState {
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bool succeeds = true;
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bool locked_center = false;
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};
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bool Query(void* context, bool* locked_center) {
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auto* state = static_cast<QueryState*>(context);
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if (state == nullptr || locked_center == nullptr || !state->succeeds) {
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return false;
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}
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*locked_center = state->locked_center;
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return true;
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}
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TEST(WindowPointerCaptureOwnerTest, FollowsNativeMouseLockState) {
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FakeBackend backend;
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QueryState query;
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WindowPointerCaptureOwner owner(&backend);
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ASSERT_TRUE(owner.RegisterQuery(Query, &query));
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EXPECT_TRUE(owner.Pump(false));
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EXPECT_FALSE(owner.captured());
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EXPECT_FALSE(owner.cursor_visible());
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query.locked_center = true;
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EXPECT_TRUE(owner.Pump(false));
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EXPECT_TRUE(owner.captured());
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EXPECT_FALSE(owner.cursor_visible());
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query.locked_center = false;
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EXPECT_TRUE(owner.Pump(false));
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EXPECT_FALSE(owner.captured());
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EXPECT_FALSE(owner.cursor_visible());
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}
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TEST(WindowPointerCaptureOwnerTest, TextAndFocusAlwaysReleaseCapture) {
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FakeBackend backend;
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QueryState query{true, true};
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WindowPointerCaptureOwner owner(&backend);
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ASSERT_TRUE(owner.RegisterQuery(Query, &query));
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ASSERT_TRUE(owner.Pump(false));
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EXPECT_TRUE(owner.Pump(true));
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EXPECT_FALSE(owner.captured());
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EXPECT_TRUE(owner.cursor_visible());
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EXPECT_TRUE(owner.Pump(false));
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EXPECT_TRUE(owner.captured());
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EXPECT_TRUE(owner.OnFocusLost());
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EXPECT_FALSE(owner.captured());
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EXPECT_TRUE(owner.OnFocusGained(false));
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EXPECT_TRUE(owner.captured());
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}
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TEST(WindowPointerCaptureOwnerTest, QueryOrCaptureFailureStaysReleased) {
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FakeBackend backend;
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backend.succeeds = false;
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QueryState query{true, true};
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WindowPointerCaptureOwner owner(&backend);
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ASSERT_TRUE(owner.RegisterQuery(Query, &query));
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EXPECT_FALSE(owner.Pump(false));
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EXPECT_FALSE(owner.captured());
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EXPECT_TRUE(owner.cursor_visible());
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EXPECT_EQ(backend.calls.size(), 2U);
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query.succeeds = false;
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EXPECT_TRUE(owner.Pump(false));
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EXPECT_FALSE(owner.captured());
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}
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TEST(WindowPointerCaptureOwnerTest, RightDragCapturesUntilButtonRelease) {
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FakeBackend backend;
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QueryState query{true, false};
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WindowPointerCaptureOwner owner(&backend);
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ASSERT_TRUE(owner.RegisterQuery(Query, &query));
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ASSERT_TRUE(owner.Pump(false));
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EXPECT_TRUE(owner.OnRightButton(true, false));
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EXPECT_TRUE(owner.captured());
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EXPECT_FALSE(owner.cursor_visible());
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EXPECT_TRUE(owner.Pump(false));
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EXPECT_TRUE(owner.captured());
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EXPECT_TRUE(owner.OnRightButton(false, false));
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EXPECT_FALSE(owner.captured());
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EXPECT_FALSE(owner.cursor_visible());
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}
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TEST(WindowPointerCaptureOwnerTest,
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RightReleaseRestoresUnlockedStateWhenNoNativeLock) {
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FakeBackend backend;
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QueryState query{true, false};
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WindowPointerCaptureOwner owner(&backend);
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ASSERT_TRUE(owner.RegisterQuery(Query, &query));
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ASSERT_TRUE(owner.Pump(false));
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query.locked_center = true;
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ASSERT_TRUE(owner.OnRightButton(true, false));
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constexpr int kTenSecondsAt240Hz = 2400;
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for (int pump = 0; pump < kTenSecondsAt240Hz; ++pump) {
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ASSERT_TRUE(owner.Pump(false));
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}
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ASSERT_TRUE(owner.captured());
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query.locked_center = false;
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ASSERT_TRUE(owner.OnRightButton(false, false));
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EXPECT_FALSE(owner.captured());
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EXPECT_TRUE(owner.ShouldDispatchMouseMotion());
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}
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TEST(WindowPointerCaptureOwnerTest,
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RightReleasePreservesNativeLockThatPredatedDrag) {
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FakeBackend backend;
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QueryState query{true, true};
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WindowPointerCaptureOwner owner(&backend);
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ASSERT_TRUE(owner.RegisterQuery(Query, &query));
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ASSERT_TRUE(owner.Pump(false));
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ASSERT_TRUE(owner.OnRightButton(true, false));
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ASSERT_TRUE(owner.OnRightButton(false, false));
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EXPECT_TRUE(owner.captured());
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EXPECT_FALSE(owner.cursor_visible());
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EXPECT_TRUE(owner.ShouldDispatchMouseMotion());
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}
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TEST(WindowPointerCaptureOwnerTest,
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ShiftLockActivatedDuringRightDragSurvivesButtonRelease) {
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FakeBackend backend;
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QueryState query{true, false};
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WindowPointerCaptureOwner owner(&backend);
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ASSERT_TRUE(owner.RegisterQuery(Query, &query));
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ASSERT_TRUE(owner.Pump(false));
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ASSERT_TRUE(owner.OnRightButton(true, false));
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query.locked_center = true;
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ASSERT_TRUE(owner.OnShiftKeyPressed(false));
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ASSERT_TRUE(owner.OnRightButton(false, false));
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EXPECT_TRUE(owner.captured());
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EXPECT_FALSE(owner.cursor_visible());
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EXPECT_TRUE(owner.ShouldDispatchMouseMotion());
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}
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TEST(WindowPointerCaptureOwnerTest,
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ShiftDuringRightDragDoesNotInventNativeMouseLock) {
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FakeBackend backend;
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QueryState query{true, false};
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WindowPointerCaptureOwner owner(&backend);
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ASSERT_TRUE(owner.RegisterQuery(Query, &query));
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ASSERT_TRUE(owner.Pump(false));
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ASSERT_TRUE(owner.OnRightButton(true, false));
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ASSERT_TRUE(owner.OnShiftKeyPressed(false));
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ASSERT_TRUE(owner.OnRightButton(false, false));
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EXPECT_FALSE(owner.captured());
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EXPECT_TRUE(owner.ShouldDispatchMouseMotion());
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}
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TEST(WindowPointerCaptureOwnerTest, RightDragDoesNotDependOnNativeLockQuery) {
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FakeBackend backend;
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QueryState query{false, false};
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WindowPointerCaptureOwner owner(&backend);
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ASSERT_TRUE(owner.RegisterQuery(Query, &query));
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EXPECT_TRUE(owner.OnRightButton(true, false));
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EXPECT_TRUE(owner.captured());
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EXPECT_FALSE(owner.cursor_visible());
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EXPECT_TRUE(owner.OnRightButton(false, false));
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EXPECT_FALSE(owner.captured());
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EXPECT_TRUE(owner.cursor_visible());
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}
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TEST(WindowPointerCaptureOwnerTest, TextAndFocusCancelRightDragCapture) {
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FakeBackend backend;
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QueryState query{true, false};
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WindowPointerCaptureOwner owner(&backend);
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ASSERT_TRUE(owner.RegisterQuery(Query, &query));
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EXPECT_TRUE(owner.OnRightButton(true, true));
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EXPECT_FALSE(owner.captured());
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EXPECT_TRUE(owner.cursor_visible());
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EXPECT_TRUE(owner.Pump(false));
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EXPECT_TRUE(owner.captured());
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EXPECT_TRUE(owner.OnFocusLost());
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EXPECT_FALSE(owner.captured());
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EXPECT_TRUE(owner.cursor_visible());
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EXPECT_TRUE(owner.OnFocusGained(false));
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EXPECT_FALSE(owner.captured());
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}
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// Roblox draws its own cursor while it owns the pointer. Focus loss reveals the
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// system cursor; regaining focus has to hide it again in the same call, because
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// Pump() runs before SDL_PollEvent delivers the focus event and would otherwise
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// leave the desktop arrow on screen for a whole frame.
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TEST(WindowPointerCaptureOwnerTest, FocusGainHidesTheSystemCursorImmediately) {
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FakeBackend backend;
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QueryState query{true, false};
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WindowPointerCaptureOwner owner(&backend);
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ASSERT_TRUE(owner.RegisterQuery(Query, &query));
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ASSERT_TRUE(owner.Pump(false));
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ASSERT_FALSE(owner.cursor_visible());
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EXPECT_TRUE(owner.OnFocusLost());
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EXPECT_TRUE(owner.cursor_visible());
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const std::size_t calls_before = backend.calls.size();
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EXPECT_TRUE(owner.OnFocusGained(false));
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EXPECT_FALSE(owner.cursor_visible());
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ASSERT_GT(backend.calls.size(), calls_before);
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EXPECT_FALSE(backend.calls.back().cursor_visible);
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// An active text field keeps the system cursor, focus or not.
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EXPECT_TRUE(owner.OnFocusLost());
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EXPECT_TRUE(owner.OnFocusGained(true));
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EXPECT_TRUE(owner.cursor_visible());
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}
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} // namespace
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} // namespace window
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} // namespace mocktail
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