Files
sky_phone-sky-systems/tests/client_focus.lua
T
2026-08-25 21:26:05 +02:00

398 lines
14 KiB
Lua

local disabled_controls = {}
local all_controls_disabled = {}
local firing_disabled = false
local event_handlers = {}
local nui_callbacks = {}
local nui_focus = nil
local nui_keep_input = nil
local pressed_controls = {}
local disabled_pressed_controls = {}
local triggered_events = {}
Config = {
Phone = {
AllowMovement = true,
HoldToLook = { Enabled = true, Control = 19 },
},
}
Bridge = { Debug = function() end }
function CreateThread(callback)
assert(type(callback) == "function", "focus runtime must register its control thread")
end
function AddEventHandler(event_name, callback)
event_handlers[event_name] = callback
end
function RegisterNUICallback(callback_name, callback)
nui_callbacks[callback_name] = callback
end
function SetNuiFocus(focused, cursor)
nui_focus = { focused = focused, cursor = cursor }
end
function SetNuiFocusKeepInput(keep_input)
nui_keep_input = keep_input
end
function TriggerEvent(name, data)
triggered_events[#triggered_events + 1] = { name = name, data = data }
end
function IsControlPressed(group, control)
assert(group == 0, "HoldToLook must read the primary input group")
return pressed_controls[control] == true
end
function IsDisabledControlPressed(group, control)
assert(group == 0, "HoldToLook must read disabled controls from the primary input group")
return disabled_pressed_controls[control] == true
end
function DisableControlAction(group, control, disabled)
assert(group == 0 and disabled, "phone controls must be disabled in the primary input group")
disabled_controls[control] = true
end
function DisableAllControlActions(group)
all_controls_disabled[group] = true
end
function PlayerId()
return 7
end
function DisablePlayerFiring(player, disabled)
assert(player == 7, "movement filtering must target the local player")
firing_disabled = disabled
end
dofile("sky_phone/source/client/focus.lua")
assert(not SkyPhoneFocus.IsHoldToLookPressed(), "HoldToLook must be idle until its configured control is held")
pressed_controls[19] = true
assert(SkyPhoneFocus.IsHoldToLookPressed(), "HoldToLook must read its configured active control")
pressed_controls[19] = false
Config.Phone.HoldToLook.Control = 38
event_handlers["sky_phone:configurator:updated"]()
disabled_pressed_controls[38] = true
assert(
SkyPhoneFocus.IsHoldToLookPressed(),
"HoldToLook must read its configured control while NUI focus has disabled GTA input"
)
disabled_pressed_controls[38] = false
Config.Phone.HoldToLook.Enabled = false
event_handlers["sky_phone:configurator:updated"]()
assert(not SkyPhoneFocus.IsHoldToLookPressed(), "disabled HoldToLook must reject every control state")
Config.Phone.HoldToLook.Enabled = true
Config.Phone.HoldToLook.Control = 19
event_handlers["sky_phone:configurator:updated"]()
local function resolve(overrides)
local state = {
activity_suspended = false,
allow_movement = false,
call_focus = false,
camera_active = false,
camera_nui_focused = true,
cursor_disabled = false,
external_game_input = nil,
is_open = false,
look_passthrough = false,
notification_focus = false,
payphone_focus = false,
sim_picker_open = false,
text_input_focused = false,
}
for key, value in pairs(overrides or {}) do
state[key] = value
end
return SkyPhoneFocus.Resolve(state)
end
local idle = resolve()
assert(
not idle.cursor and not idle.focused and not idle.keep_input,
"idle NUI must release focus and game input override"
)
local minimized_call = resolve()
assert(not minimized_call.focused, "a replayed call without an attention claim must stay unfocused")
local incoming_call = resolve({ call_focus = true })
assert(
incoming_call.cursor and incoming_call.focused and not incoming_call.keep_input,
"incoming call attention must focus the NUI"
)
local stationary_phone = resolve({ is_open = true })
assert(
stationary_phone.cursor
and stationary_phone.focused
and stationary_phone.block_game
and not stationary_phone.keep_input,
"an open phone must block game input when movement is disabled"
)
local movable_phone = resolve({ allow_movement = true, is_open = true })
assert(
movable_phone.cursor
and movable_phone.focused
and movable_phone.keep_input
and movable_phone.game_input
and not movable_phone.block_game
and movable_phone.block_look,
"an open phone must allow movement without hiding the NUI cursor"
)
local typing_phone = resolve({
allow_movement = true,
is_open = true,
text_input_focused = true,
})
assert(
typing_phone.cursor
and typing_phone.focused
and not typing_phone.keep_input
and not typing_phone.game_input
and typing_phone.block_game,
"a focused phone text input must stop game-input passthrough and retain the NUI cursor"
)
local external_movement_phone = resolve({
external_game_input = true,
is_open = true,
})
assert(
external_movement_phone.cursor
and external_movement_phone.focused
and external_movement_phone.keep_input
and external_movement_phone.game_input
and not external_movement_phone.block_game,
"an external input claim must preserve movement while the app cursor is active"
)
local external_movement_typing_phone = resolve({
external_game_input = true,
is_open = true,
text_input_focused = true,
})
assert(
external_movement_typing_phone.cursor
and external_movement_typing_phone.focused
and not external_movement_typing_phone.keep_input
and not external_movement_typing_phone.game_input
and external_movement_typing_phone.block_game,
"a focused text input must override an external movement claim"
)
local external_typing_phone = resolve({
allow_movement = true,
external_game_input = false,
is_open = true,
})
assert(
external_typing_phone.cursor
and external_typing_phone.focused
and not external_typing_phone.keep_input
and not external_typing_phone.game_input
and external_typing_phone.block_game,
"an external typing claim must block GTA input"
)
local movable_cursor_disabled_phone = resolve({
allow_movement = true,
cursor_disabled = true,
is_open = true,
})
assert(
not movable_cursor_disabled_phone.cursor
and movable_cursor_disabled_phone.focused
and movable_cursor_disabled_phone.keep_input
and movable_cursor_disabled_phone.game_input
and not movable_cursor_disabled_phone.block_game
and not movable_cursor_disabled_phone.block_look,
"LB noFocus must preserve movement and camera look without retaining the NUI cursor"
)
local movable_look_passthrough_phone = resolve({
allow_movement = true,
is_open = true,
look_passthrough = true,
})
assert(
not movable_look_passthrough_phone.cursor
and movable_look_passthrough_phone.focused
and movable_look_passthrough_phone.keep_input
and movable_look_passthrough_phone.game_input
and not movable_look_passthrough_phone.block_game
and not movable_look_passthrough_phone.block_look,
"HoldToLook must temporarily release the NUI cursor without disabling configured movement"
)
local stationary_cursor_disabled_phone = resolve({
cursor_disabled = true,
is_open = true,
})
assert(
not stationary_cursor_disabled_phone.cursor
and stationary_cursor_disabled_phone.focused
and not stationary_cursor_disabled_phone.keep_input,
"LB noFocus must hide the cursor even when phone movement is disabled"
)
SkyPhoneFocus.ApplyFocusedControls()
for _, group in ipairs({ 0, 1, 2 }) do
assert(all_controls_disabled[group], ("focused phone cursor must block input group %d while typing"):format(group))
end
assert(firing_disabled, "focused phone cursor must block attacks while typing")
all_controls_disabled = {}
firing_disabled = false
SkyPhoneFocus.ApplyGameInputControls(true)
for _, control in ipairs({ 24, 140, 141, 142, 199, 200, 257, 263, 264 }) do
assert(disabled_controls[control], ("phone control %d must remain disabled"):format(control))
end
assert(not disabled_controls[19], "Alt must remain available while no phone text input is focused")
for _, control in ipairs({ 1, 2, 3, 4, 5, 6 }) do
assert(disabled_controls[control], ("look control %d must be disabled while the phone cursor is active"):format(control))
end
assert(not disabled_controls[21] and not disabled_controls[22], "sprint and jump must stay enabled")
assert(not disabled_controls[30] and not disabled_controls[31], "movement axes must stay enabled")
assert(firing_disabled, "player attacks must remain disabled while the phone is open")
disabled_controls = {}
firing_disabled = false
SkyPhoneFocus.ApplyGameInputControls(false)
assert(not disabled_controls[1] and not disabled_controls[2], "camera passthrough must preserve camera look")
for _, control in ipairs({ 30, 31, 32, 33, 34, 35 }) do
assert(not disabled_controls[control], ("camera passthrough must preserve movement control %d"):format(control))
end
assert(firing_disabled, "player attacks must remain disabled during camera passthrough")
local movable_notification = resolve({ allow_movement = true, notification_focus = true })
assert(
movable_notification.focused and not movable_notification.keep_input,
"movement configuration must not affect a notification without an open phone"
)
local camera_game_input = resolve({
camera_active = true,
camera_nui_focused = false,
is_open = true,
})
assert(
not camera_game_input.cursor
and camera_game_input.focused
and camera_game_input.keep_input
and camera_game_input.game_input
and not camera_game_input.block_look,
"camera movement must keep keyboard focus and GTA movement without retaining the NUI cursor"
)
local focused_camera = resolve({
allow_movement = true,
camera_active = true,
camera_nui_focused = true,
is_open = true,
})
assert(
focused_camera.cursor
and focused_camera.focused
and focused_camera.keep_input
and not focused_camera.game_input,
"focused camera must forward readable input while blocking game actions until passthrough is held"
)
event_handlers["sky_phone:client:setCameraFocus"]({ active = true, nuiFocused = true })
local focused_camera_event = triggered_events[#triggered_events]
assert(
nui_focus.focused and nui_focus.cursor and nui_keep_input
and focused_camera_event.name == "sky_phone:client:cameraFocusApplied"
and not focused_camera_event.data.gameInput,
"focused camera must keep controls readable without reporting movement passthrough"
)
event_handlers["sky_phone:client:setCameraFocus"]({ active = true, nuiFocused = false })
local passthrough_camera_event = triggered_events[#triggered_events]
assert(
nui_focus.focused and not nui_focus.cursor and nui_keep_input
and passthrough_camera_event.data.gameInput,
"camera passthrough must apply keyboard focus without a cursor and keep GTA input enabled"
)
event_handlers["sky_phone:client:setCameraFocus"]({ active = false, nuiFocused = true })
local camera_interrupted_by_call = resolve({
call_focus = true,
camera_active = true,
camera_nui_focused = false,
is_open = true,
})
assert(
camera_interrupted_by_call.cursor
and camera_interrupted_by_call.focused
and not camera_interrupted_by_call.keep_input,
"incoming call attention must override camera passthrough input"
)
local camera_after_connected_call = resolve({
call_focus = false,
camera_active = true,
camera_nui_focused = false,
is_open = true,
})
assert(
not camera_after_connected_call.cursor
and camera_after_connected_call.focused
and camera_after_connected_call.keep_input,
"connected call without an attention claim must restore camera movement input"
)
local payphone_closed_behind_phone = resolve({ is_open = true, payphone_focus = false })
assert(payphone_closed_behind_phone.focused, "releasing payphone focus must not clear mobile phone focus")
local suspended = resolve({ activity_suspended = true, call_focus = true, is_open = true })
assert(not suspended.focused and not suspended.keep_input, "suspended activities must mask every focus claim")
SkyPhoneFocus.SetPhone(true, true)
assert(
nui_focus.focused and not nui_focus.cursor and nui_keep_input,
"runtime phone focus must preserve the no-focus opening contract"
)
SkyPhoneFocus.SetPhone(false)
SkyPhoneFocus.SetPhone(true)
assert(nui_focus.cursor, "closing the phone must clear the previous no-focus claim")
SkyPhoneFocus.SetTextInputFocused(true)
assert(not nui_keep_input, "runtime text focus must stop game-input passthrough")
SkyPhoneFocus.SetTextInputFocused(false)
assert(nui_keep_input, "leaving a text input must restore configured phone movement")
local external_success, external_error = SkyPhoneFocus.SetExternalGameInput("custom_app", true)
assert(external_success and external_error == nil and nui_keep_input, "external movement claim must apply")
external_success, external_error = SkyPhoneFocus.SetExternalGameInput("custom_app", false)
assert(external_success and external_error == nil and not nui_keep_input, "external typing claim must apply")
event_handlers["onClientResourceStop"]("custom_app")
assert(nui_keep_input, "resource stop must restore configured phone movement")
SkyPhoneFocus.SetPhone(false)
external_success, external_error = SkyPhoneFocus.SetExternalGameInput("custom_app", true)
assert(not external_success and external_error == "phone_closed", "closed phones must reject external focus claims")
local notification_result
SkyPhoneFocus.SetPhone(false)
nui_callbacks["notification:focus"]({ active = true }, function(result)
notification_result = result
end)
assert(notification_result.success and nui_focus.focused, "notification focus must be applied through the focus owner")
SkyPhoneFocus.BeginNuiHydration()
SkyPhoneFocus.Reapply()
assert(not nui_focus.focused, "CEF hydration must discard browser-owned notification focus")
SkyPhoneFocus.Reset()
assert(not nui_focus.focused and not nui_focus.cursor and not nui_keep_input, "focus reset must release NUI input")
print("Client focus tests passed")