Files
sky_phone/tests/client_focus.lua
T
2026-08-20 15:47:39 +02:00

186 lines
6.2 KiB
Lua

local disabled_controls = {}
local all_controls_disabled = {}
local firing_disabled = false
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")
local function resolve(overrides)
local state = {
activity_suspended = false,
allow_movement = false,
call_focus = false,
camera_active = false,
camera_nui_focused = true,
is_open = 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 typing_phone.keep_input
and typing_phone.game_input
and typing_phone.block_game,
"a focused phone text input must block GTA controls without hiding the NUI cursor"
)
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, 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")
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 not focused_camera.keep_input
and not focused_camera.game_input,
"focused camera must override movement configuration until Space enables passthrough"
)
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")
print("Client focus tests passed")