gdharness 0.6.1 → 0.6.3

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package/build/cli.js CHANGED
@@ -15785,7 +15785,7 @@ var init_tool_definitions = __esm(() => {
15785
15785
  requires: []
15786
15786
  },
15787
15787
  rect: {
15788
- summary: "one node's rectangle or position, in canvas and in window pixels",
15788
+ summary: "one node's rectangle or position, in canvas and in window pixels. A 3D node answers with the point to aim at, which is the middle of what it draws rather than the origin it stands on, the rectangle it covers under covers, the camera that drew it, and behind_camera when it is not in front of one",
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  requires: ["nodePath"]
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  },
15791
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  property: {
@@ -15834,17 +15834,24 @@ var init_tool_definitions = __esm(() => {
15834
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  },
15835
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  {
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  name: "runtime_input",
15837
- description: "Input to the running game: a whole click on a Control named by path, typing into whatever has the focus, or a raw action, key, mouse button or mouse motion. All of it works headless, where the window is 64 by 64 and the GUI only takes what is inside it.",
15837
+ description: "Input to the running game: a whole click on a Control or a 3D node named by path, an item chosen out of a menu, typing into whatever has the focus, or a raw action, key, mouse button or mouse motion. All of it works headless, where the window is 64 by 64 and the GUI only takes what is inside it.",
15838
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  parameters: {
15839
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  projectPath: RUNNING_PROJECT_PATH,
15840
- nodePath: { type: "string", description: "click: the Control to click, at its centre." },
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+ nodePath: {
15841
+ type: "string",
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+ description: "click: the Control to click, at its centre, or the 3D node to click, where it is drawn. choose: the PopupMenu, or the OptionButton or MenuButton in front of one."
15843
+ },
15841
15844
  action: { type: "string", description: "action: the InputMap action name." },
15842
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  pressed: { type: "boolean", description: "Press or release. Default true." },
15843
15846
  strength: { type: "number", description: "action: 0 to 1. Default 1." },
15844
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  keycode: { type: "string", description: 'key: the key name, such as "Space" or "A".' },
15845
15848
  text: {
15846
15849
  type: "string",
15847
- description: "text: what to type. A newline is Enter and a tab is Tab."
15850
+ description: "text: what to type. A newline is Enter and a tab is Tab. choose: the item to take, by what it says."
15851
+ },
15852
+ index: {
15853
+ type: "number",
15854
+ description: "choose: the item to take, by where it is in the list, when text will not do."
15848
15855
  },
15849
15856
  shift: { type: "boolean" },
15850
15857
  ctrl: { type: "boolean" },
@@ -15863,7 +15870,11 @@ var init_tool_definitions = __esm(() => {
15863
15870
  requires: [],
15864
15871
  operations: {
15865
15872
  click: {
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- summary: "press and release on a Control, a frame apart, and answer with what was under the pointer and what became of the control: in_tree, removed or freed. A control out of sight inside a ScrollContainer is scrolled to first, and scrolled_into_view says whether the view moved",
15873
+ summary: "press and release on a Control, a frame apart, and answer with what was under the pointer and what became of the control: in_tree, removed or freed. A control out of sight inside a ScrollContainer is scrolled to first, and scrolled_into_view says whether the view moved. A 3D node is clicked where it is drawn, and landed then says the interface did not swallow the press",
15874
+ requires: ["nodePath"]
15875
+ },
15876
+ choose: {
15877
+ summary: "take an item out of a menu, by what it says or by where it is in the list. A menu's items are drawn rather than built, so there is nothing to click: the item takes the focus and Enter presses it, which is the engine's own path and needs no window. Answers with what was chosen and what the button in front of it shows now",
15867
15878
  requires: ["nodePath"]
15868
15879
  },
15869
15880
  action: { summary: "press or release an action", requires: ["action"] },
@@ -36304,12 +36315,23 @@ class GodotServer {
36304
36315
  case "runtime_capture":
36305
36316
  return await this.handleRuntimeCommand(op === "screenshot" ? "capture_screenshot" : "capture_viewport", args);
36306
36317
  case "runtime_input":
36307
- return op === "click" ? await this.handleRuntimeCommand("click", {
36308
- projectPath: args["projectPath"],
36309
- path: readNonEmptyString(args, "nodePath") ?? "",
36310
- button: readString(args, "button") ?? "left",
36311
- double: readBoolean(args, "doubleClick") ?? false
36312
- }) : await this.handleRuntimeCommand(`inject_${op}`, args);
36318
+ if (op === "click") {
36319
+ return await this.handleRuntimeCommand("click", {
36320
+ projectPath: args["projectPath"],
36321
+ path: readNonEmptyString(args, "nodePath") ?? "",
36322
+ button: readString(args, "button") ?? "left",
36323
+ double: readBoolean(args, "doubleClick") ?? false
36324
+ });
36325
+ }
36326
+ if (op === "choose") {
36327
+ return await this.handleRuntimeCommand("choose", {
36328
+ projectPath: args["projectPath"],
36329
+ path: readNonEmptyString(args, "nodePath") ?? "",
36330
+ text: readString(args, "text") ?? "",
36331
+ ...args["index"] === undefined ? {} : { index: args["index"] }
36332
+ });
36333
+ }
36334
+ return await this.handleRuntimeCommand(`inject_${op}`, args);
36313
36335
  case "runtime_wait":
36314
36336
  return await this.handleRuntimeWait(op, args);
36315
36337
  case "debug_breakpoint": {
@@ -38641,6 +38663,9 @@ that is running, and the project on disk. ${TOOL_SPECS.length} tools, named \`do
38641
38663
  | What a property reads right now | \`runtime_inspect\` \`property\`, \`runtime_invoke\` |
38642
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  | Press a button | \`runtime_input click\`, which says what was under the pointer |
38643
38665
  | Fill in a field | \`runtime_input click\` on it, then \`runtime_input text\` |
38666
+ | Click somebody standing in a 3D room | \`runtime_input click\` on the Node3D, which aims at what it draws |
38667
+ | Pick something out of a dropdown | \`runtime_input choose\` on it, by what the item says |
38668
+ | Where a 3D node is on screen | \`runtime_inspect\` \`rect\`, rather than unprojecting by hand |
38644
38669
  | Wait for something | \`runtime_wait\`, never a sleep |
38645
38670
  | A picture, for a person who asked to see one | \`runtime_capture\` |
38646
38671
 
@@ -70,6 +70,7 @@ func _init() -> void:
70
70
  "inject_mouse_click": _input.inject_mouse_click,
71
71
  "inject_mouse_motion": _input.inject_mouse_motion,
72
72
  "click": _input.click,
73
+ "choose": _input.choose,
73
74
  "wait_frames": _waits.wait_frames,
74
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  "wait_signal": _waits.wait_signal,
75
76
  "wait_until": _waits.wait_until,
@@ -1,10 +1,15 @@
1
1
  extends RefCounted
2
2
 
3
3
  ## Input handed to the running game as if a player had given it: actions, keys, the mouse, and
4
- ## a whole click on a Control found by path.
4
+ ## a whole click on a Control or a 3D node found by path.
5
5
 
6
6
  const Values = preload("runtime_values.gd")
7
7
 
8
+ ## Where a 3D node is drawn, which is what a click aimed at one has to work out first. Asked of the
9
+ ## query module rather than worked out again here, so the place this aims at and the place a rect
10
+ ## reports are the same place by construction rather than by agreement.
11
+ const Queries = preload("runtime_queries.gd")
12
+
8
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  ## The distance from a capital letter to its small one in Unicode. A keycode holds the capital.
9
14
  const TO_SMALL: int = 32
10
15
 
@@ -285,8 +290,13 @@ func click(params: Dictionary) -> Dictionary:
285
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  var node: Node = _host.get_tree().root.get_node_or_null(node_path)
286
291
  if node == null:
287
292
  return {"type": "error", "message": "Node not found: " + node_path}
293
+ if node is Node3D:
294
+ return await _click_in_the_world(node_path, node, params)
288
295
  if not node is Control:
289
- return {"type": "error", "message": "%s is a %s, not a Control" % [node_path, node.get_class()]}
296
+ return {
297
+ "type": "error",
298
+ "message": "%s is a %s, not a Control or a Node3D" % [node_path, node.get_class()]
299
+ }
290
300
  var control: Control = node
291
301
  if not control.is_visible_in_tree():
292
302
  return {"type": "error", "message": "%s is not visible, so nothing can click it" % node_path}
@@ -312,18 +322,9 @@ func click(params: Dictionary) -> Dictionary:
312
322
  # whatever the project settings say, which is the usual reason to be here and is not
313
323
  # something the caller can read off the rect on its own.
314
324
  if not viewport.get_visible_rect().has_point(centre):
315
- var why: String = ""
325
+ var why: String = _no_window_note(viewport)
316
326
  if scrolled:
317
327
  why = ". It was scrolled as far as what holds it goes and is still out there"
318
- elif not _host.get_tree().root.can_draw():
319
- why = ". This game has no window: run it with a window to reach this control"
320
- # Only where it is true. The rect is printed just above, so claiming 64 by 64 over a
321
- # viewport somebody has resized says two different things in one sentence.
322
- if viewport.get_visible_rect().size == HEADLESS_VIEWPORT:
323
- why = (
324
- ". This game has no window, and a game with no window has a 64 by 64 viewport "
325
- + "whatever the project settings say: run it with a window to reach this control"
326
- )
327
328
  return {
328
329
  "type": "error",
329
330
  "message":
@@ -383,6 +384,236 @@ func click(params: Dictionary) -> Dictionary:
383
384
  }
384
385
 
385
386
 
387
+ ## What to add to a refusal about a point outside the viewport, when the reason is that nobody
388
+ ## gave this game a window. The rect on its own does not say it, and it is the usual reason.
389
+ ##
390
+ ## The size is only claimed where it is true: the rect is printed beside this, so naming 64 by 64
391
+ ## over a viewport somebody has resized says two different things in one sentence.
392
+ func _no_window_note(viewport: Viewport) -> String:
393
+ if _host.get_tree().root.can_draw():
394
+ return ""
395
+ if viewport.get_visible_rect().size == HEADLESS_VIEWPORT:
396
+ return (
397
+ ". This game has no window, and a game with no window has a 64 by 64 viewport whatever "
398
+ + "the project settings say: run it with a window to reach this control"
399
+ )
400
+ return ". This game has no window: run it with a window to reach this control"
401
+
402
+
403
+ ## Chooses an item out of a menu, by what it says or by where it is in the list.
404
+ ##
405
+ ## A menu's items are drawn rather than built, so there is no node under the pointer to aim at and
406
+ ## no rectangle to ask for: [PopupMenu] exposes their text, their ids and which one has the focus,
407
+ ## and nothing about where any of them is. So a click cannot reach one, and a whole click on the
408
+ ## [OptionButton] in front of it opens the menu on the press and closes it again on the release.
409
+ ## Every language picker, every filter and every dropdown in a game was unreachable, and the way
410
+ ## past it was to call `select` and emit `item_selected`, which sets a number and runs none of the
411
+ ## engine's own path.
412
+ ##
413
+ ## Chosen the way a keyboard chooses: the item takes the focus and then Enter presses it, which is
414
+ ## the same route through [PopupMenu] a pointer takes and which needs no geometry, so it works in a
415
+ ## game with no window as well.
416
+ ##
417
+ ## [param path] may be the menu or the button in front of it. Naming the button is what a caller
418
+ ## has, since the menu is an internal child with a generated name that changes between runs.
419
+ func choose(params: Dictionary) -> Dictionary:
420
+ var node_path: String = str(params.get("path", ""))
421
+ if node_path.is_empty():
422
+ return {"type": "error", "message": "Node path required"}
423
+ var node: Node = _host.get_tree().root.get_node_or_null(node_path)
424
+ if node == null:
425
+ return {"type": "error", "message": "Node not found: " + node_path}
426
+
427
+ var menu: PopupMenu = _menu_of(node)
428
+ if menu == null:
429
+ return {
430
+ "type": "error",
431
+ "message":
432
+ (
433
+ "%s is a %s, which is neither a PopupMenu nor something holding one"
434
+ % [node_path, node.get_class()]
435
+ )
436
+ }
437
+
438
+ var index: int = _wanted_item(menu, params)
439
+ if index < 0:
440
+ return {
441
+ "type": "error",
442
+ "message": "%s has no such item. It holds: %s" % [node_path, ", ".join(_items_of(menu))]
443
+ }
444
+ if menu.is_item_separator(index):
445
+ return {"type": "error", "message": "%s item %d is a separator, not a choice" % [node_path, index]}
446
+ if menu.is_item_disabled(index):
447
+ return {
448
+ "type": "error",
449
+ "message": "%s item %d, %s, is disabled" % [node_path, index, menu.get_item_text(index)]
450
+ }
451
+
452
+ # Shown first, because a menu nobody has opened has no focus to move and Enter would go to
453
+ # whatever is behind it. An OptionButton opens its own; a bare PopupMenu is popped where it
454
+ # already sits, which leaves a menu that was already open where it is.
455
+ var opened: bool = _open_the_menu(node, menu)
456
+ await _host.get_tree().process_frame
457
+
458
+ menu.scroll_to_item(index)
459
+ menu.set_focused_item(index)
460
+ # Through Input rather than pushed at the menu, which is how a keyboard reaches an open one: a
461
+ # popup is a Window, it takes the focus when it opens, and Input delivers to whichever window
462
+ # has it. Pushed straight at the menu the event arrived and nothing happened.
463
+ Input.parse_input_event(_accept(true))
464
+ await _host.get_tree().process_frame
465
+ Input.parse_input_event(_accept(false))
466
+ await _host.get_tree().process_frame
467
+
468
+ var answer: Dictionary = {
469
+ "type": "chosen",
470
+ "path": node_path,
471
+ "index": index,
472
+ "text": menu.get_item_text(index),
473
+ "id": menu.get_item_id(index),
474
+ "opened": opened,
475
+ "menu": str(menu.get_path()),
476
+ }
477
+ # What the button in front of the menu reads now, which is the answer to "did it take": a menu
478
+ # item that fired changes the thing holding it, and nothing else about the press says so.
479
+ var chooser: OptionButton = node as OptionButton
480
+ if chooser != null:
481
+ answer["selected"] = chooser.get_selected()
482
+ answer["shows"] = chooser.text
483
+ return answer
484
+
485
+
486
+ ## The menu [param node] is, or the one it holds. An [OptionButton] and a [MenuButton] both keep
487
+ ## theirs as an internal child, which is a node a caller cannot name and should not have to.
488
+ static func _menu_of(node: Node) -> PopupMenu:
489
+ var menu: PopupMenu = node as PopupMenu
490
+ if menu != null:
491
+ return menu
492
+ if node.has_method("get_popup"):
493
+ var held: Variant = node.call("get_popup")
494
+ if held is PopupMenu:
495
+ return held
496
+ return null
497
+
498
+
499
+ ## Which item was asked for: `text`, matched exactly and then case-insensitively, or `index`.
500
+ ## Minus one when neither names one that is there.
501
+ static func _wanted_item(menu: PopupMenu, params: Dictionary) -> int:
502
+ if params.has("index"):
503
+ var asked: int = int(params.get("index", -1))
504
+ return asked if asked >= 0 and asked < menu.get_item_count() else -1
505
+ var wanted: String = str(params.get("text", ""))
506
+ if wanted.is_empty():
507
+ return -1
508
+ for index: int in menu.get_item_count():
509
+ if menu.get_item_text(index) == wanted:
510
+ return index
511
+ for index: int in menu.get_item_count():
512
+ if menu.get_item_text(index).nocasecmp_to(wanted) == 0:
513
+ return index
514
+ return -1
515
+
516
+
517
+ ## What the menu says, for a refusal that names the choices rather than the miss.
518
+ static func _items_of(menu: PopupMenu) -> PackedStringArray:
519
+ var said: PackedStringArray = PackedStringArray()
520
+ for index: int in menu.get_item_count():
521
+ said.append("%d: %s" % [index, menu.get_item_text(index)])
522
+ return said
523
+
524
+
525
+ ## Opens the menu if it is not already, and answers whether anything opened.
526
+ static func _open_the_menu(node: Node, menu: PopupMenu) -> bool:
527
+ if menu.visible:
528
+ return false
529
+ if node.has_method("show_popup"):
530
+ node.call("show_popup")
531
+ return true
532
+ menu.popup()
533
+ return true
534
+
535
+
536
+ func _accept(pressed: bool) -> InputEventKey:
537
+ var event: InputEventKey = InputEventKey.new()
538
+ event.keycode = KEY_ENTER
539
+ event.physical_keycode = KEY_ENTER
540
+ event.key_label = KEY_ENTER
541
+ event.pressed = pressed
542
+ return event
543
+
544
+
545
+ ## A whole click aimed at where a 3D node is drawn, for a game that picks with a ray out of the
546
+ ## cursor rather than with a Control.
547
+ ##
548
+ ## The alternative was three calls: read the node's position, find the camera, unproject it, then
549
+ ## push raw mouse events at the answer. Anything that walks has walked by the third, so the click
550
+ ## lands where it used to be, which is a miss that looks exactly like a game that ignored it.
551
+ ##
552
+ ## What this can honestly say is where the click went and whether the interface took it: a Control
553
+ ## under the pointer swallows the press and the room never hears it, and that is the failure worth
554
+ ## naming. Whether the game's own picking then chose this node is the game's rule rather than
555
+ ## anything the engine can be asked, so it is not claimed.
556
+ func _click_in_the_world(node_path: String, item: Node3D, params: Dictionary) -> Dictionary:
557
+ if not item.is_visible_in_tree():
558
+ return {"type": "error", "message": "%s is not visible, so nothing can click it" % node_path}
559
+
560
+ var found: Dictionary = Queries.in_frame(item)
561
+ if found.is_empty():
562
+ return {
563
+ "type": "error",
564
+ "message":
565
+ "%s is not in a viewport with a current Camera3D, so there is nowhere to click it" % node_path
566
+ }
567
+ if not found.has("aim"):
568
+ return {
569
+ "type": "error",
570
+ "message": "%s is behind the camera drawing it, so it is not on screen to click" % node_path
571
+ }
572
+
573
+ var viewport: Viewport = item.get_viewport()
574
+ var aim: Vector2 = found["aim"]
575
+ if not viewport.get_visible_rect().has_point(aim):
576
+ return {
577
+ "type": "error",
578
+ "message":
579
+ (
580
+ "%s is drawn at %s, outside the viewport %s, so nothing can click it%s"
581
+ % [node_path, aim, viewport.get_visible_rect(), _no_window_note(viewport)]
582
+ )
583
+ }
584
+
585
+ var position: Vector2 = viewport.get_final_transform() * aim
586
+ var button: int = _resolve_mouse_button(params.get("button", MOUSE_BUTTON_LEFT))
587
+ var double: bool = bool(params.get("double", false))
588
+
589
+ viewport.push_input(_motion(position, Vector2.ZERO))
590
+ # Read before the press, for the reason the Control click reads it: what the caller needs to
591
+ # know is whether a panel is sitting over the room, and the press is what would change it.
592
+ var hovered: Control = viewport.gui_get_hovered_control()
593
+ var hovered_path: Variant = null
594
+ if hovered != null:
595
+ hovered_path = str(hovered.get_path())
596
+
597
+ viewport.push_input(_button(position, button, true, double))
598
+ await _host.get_tree().process_frame
599
+ viewport.push_input(_button(position, button, false, false))
600
+ await _host.get_tree().process_frame
601
+
602
+ return {
603
+ "type": "clicked",
604
+ "path": node_path,
605
+ "position": _values.serialize(position),
606
+ "button": button,
607
+ "double": double,
608
+ "hovered": hovered_path,
609
+ # The interface did not take it, so it reached the game's own input. As close to "it
610
+ # landed" as anything outside the game can get, and said in the same word the Control
611
+ # click says it in.
612
+ "landed": hovered == null,
613
+ "camera": found["camera"],
614
+ }
615
+
616
+
386
617
  func _motion(position: Vector2, relative: Vector2) -> InputEventMouseMotion:
387
618
  var event: InputEventMouseMotion = InputEventMouseMotion.new()
388
619
  event.position = position
@@ -134,9 +134,10 @@ func _matches(
134
134
  return true
135
135
 
136
136
 
137
- ## Where a node is on screen: a Control's rectangle, or a Node2D's position, in both the
138
- ## canvas coordinates the node reports and the window pixels input arrives in. The two differ
139
- ## whenever the project stretches its viewport, which is what made a rect unusable for a click.
137
+ ## Where a node is on screen: a Control's rectangle, a Node2D's position, or the place a 3D node
138
+ ## is drawn in, in both the canvas coordinates the node reports and the window pixels input
139
+ ## arrives in. The two differ whenever the project stretches its viewport, which is what made a
140
+ ## rect unusable for a click.
140
141
  func get_rect(params: Dictionary) -> Dictionary:
141
142
  var node_path: String = str(params.get("path", ""))
142
143
  if node_path.is_empty():
@@ -168,11 +169,124 @@ func get_rect(params: Dictionary) -> Dictionary:
168
169
  "canvas": _values.serialize(canvas_position),
169
170
  "window": _values.serialize(window_position),
170
171
  }
172
+ if node is Node3D:
173
+ return _in_the_frame(node_path, node)
171
174
  return {
172
175
  "type": "error", "message": "%s is a %s, which has no place on screen" % [node_path, node.get_class()]
173
176
  }
174
177
 
175
178
 
179
+ ## Where a 3D node is in the frame drawing it: the point to aim at, and the rectangle its own
180
+ ## geometry covers, each in canvas coordinates and in window pixels.
181
+ ##
182
+ ## A 3D node had no answer here at all, so placing one meant reading its position, finding the
183
+ ## camera and calling unproject_position by hand. Three calls, and anything that walks has walked
184
+ ## between the first and the third: the aim lands where the thing used to be.
185
+ ##
186
+ ## The camera is named in the answer, because "where is it on screen" is a question about a camera
187
+ ## and a game with two of them has two answers.
188
+ func _in_the_frame(node_path: String, item: Node3D) -> Dictionary:
189
+ var found: Dictionary = in_frame(item)
190
+ if found.is_empty():
191
+ return {
192
+ "type": "error",
193
+ "message": "%s is not in a viewport with a current Camera3D, so nothing is drawing it" % node_path
194
+ }
195
+
196
+ var to_window: Transform2D = item.get_viewport().get_final_transform()
197
+ var answer: Dictionary = {
198
+ "type": "point",
199
+ "path": node_path,
200
+ "visible": item.is_visible_in_tree(),
201
+ "camera": found["camera"],
202
+ "behind_camera": found["behind"],
203
+ }
204
+ if found.has("aim"):
205
+ var aim: Vector2 = found["aim"]
206
+ answer["canvas"] = _values.serialize(aim)
207
+ answer["window"] = _values.serialize(to_window * aim)
208
+ if found.has("rect"):
209
+ var covered: Rect2 = found["rect"]
210
+ answer["covers"] = {
211
+ "canvas": _values.serialize(covered),
212
+ "window": _values.serialize(to_window * covered),
213
+ }
214
+ return answer
215
+
216
+
217
+ ## What anything aiming at a 3D node needs: the camera that draws it, whether it is behind that
218
+ ## camera, the point on screen to aim at, and the rectangle it covers. Empty when no camera is
219
+ ## drawing it at all.
220
+ ##
221
+ ## The aim is the middle of what the node draws rather than its origin, because a person clicking
222
+ ## a character clicks the character and a character's origin is on the floor under their feet. A
223
+ ## node that draws nothing has no middle and falls back to the origin, which is still a place.
224
+ ##
225
+ ## Absent keys rather than nulls: nothing drawn, or behind the camera, and each of those is a
226
+ ## different answer from a coordinate that happens to be zero. Public and static because the click
227
+ ## has to aim at the same point this reports, and two copies of the arithmetic would be two places
228
+ ## on screen for one node the first time either changed.
229
+ static func in_frame(item: Node3D) -> Dictionary:
230
+ var viewport: Viewport = item.get_viewport()
231
+ if viewport == null:
232
+ return {}
233
+ var camera: Camera3D = viewport.get_camera_3d()
234
+ if camera == null:
235
+ return {}
236
+
237
+ var origin: Vector3 = item.global_transform.origin
238
+ var found: Dictionary = {"camera": str(camera.get_path()), "behind": camera.is_position_behind(origin)}
239
+ var box: AABB = drawn_box(item)
240
+ var draws: bool = box.size != Vector3.ZERO
241
+ var middle: Vector3 = box.get_center() if draws else origin
242
+ if not camera.is_position_behind(middle):
243
+ found["aim"] = camera.unproject_position(middle)
244
+ if draws:
245
+ found.merge(_around(box, camera))
246
+ return found
247
+
248
+
249
+ ## The rectangle [param box] covers on screen, under the key `rect`, or nothing when any of it is
250
+ ## behind the camera.
251
+ ##
252
+ ## All eight corners, because a box in space is not a box in the frame: an orthographic camera
253
+ ## looking down a diagonal draws a cube as a hexagon, and the rectangle worth answering is the one
254
+ ## around every corner of it. Nothing rather than a guess when a corner is behind the camera,
255
+ ## because [method Camera3D.unproject_position] mirrors those back into view and a rectangle built
256
+ ## from one is a rectangle somewhere else entirely.
257
+ static func _around(box: AABB, camera: Camera3D) -> Dictionary:
258
+ var seen: Rect2 = Rect2()
259
+ for index: int in 8:
260
+ var corner: Vector3 = box.get_endpoint(index)
261
+ if camera.is_position_behind(corner):
262
+ return {}
263
+ var point: Vector2 = camera.unproject_position(corner)
264
+ seen = Rect2(point, Vector2.ZERO) if index == 0 else seen.expand(point)
265
+ return {"rect": seen}
266
+
267
+
268
+ ## The box everything drawn under [param item] fits in, in world space, or a box with no size when
269
+ ## nothing under it draws.
270
+ ##
271
+ ## Walked rather than asked of [param item] itself, because the node a caller names is the one that
272
+ ## moves and the thing on screen is the mesh hanging off it: a character is a Node3D with a
273
+ ## skeleton and a mesh under it, and the Node3D has no extent of its own at all.
274
+ static func drawn_box(item: Node3D) -> AABB:
275
+ var merged: AABB = AABB()
276
+ var found: bool = false
277
+ var pending: Array[Node] = [item]
278
+ while not pending.is_empty():
279
+ var node: Node = pending.pop_back()
280
+ var visual: VisualInstance3D = node as VisualInstance3D
281
+ if visual != null and visual.is_visible_in_tree():
282
+ var box: AABB = visual.global_transform * visual.get_aabb()
283
+ merged = box if not found else merged.merge(box)
284
+ found = true
285
+ for child: Node in node.get_children(true):
286
+ pending.push_back(child)
287
+ return merged
288
+
289
+
176
290
  func get_property(params: Dictionary) -> Dictionary:
177
291
  var node_path: String = str(params.get("path", ""))
178
292
  var property: String = str(params.get("property", ""))
package/build/index.js CHANGED
@@ -28299,7 +28299,7 @@ var TOOL_SPECS = [
28299
28299
  requires: []
28300
28300
  },
28301
28301
  rect: {
28302
- summary: "one node's rectangle or position, in canvas and in window pixels",
28302
+ summary: "one node's rectangle or position, in canvas and in window pixels. A 3D node answers with the point to aim at, which is the middle of what it draws rather than the origin it stands on, the rectangle it covers under covers, the camera that drew it, and behind_camera when it is not in front of one",
28303
28303
  requires: ["nodePath"]
28304
28304
  },
28305
28305
  property: {
@@ -28348,17 +28348,24 @@ var TOOL_SPECS = [
28348
28348
  },
28349
28349
  {
28350
28350
  name: "runtime_input",
28351
- description: "Input to the running game: a whole click on a Control named by path, typing into whatever has the focus, or a raw action, key, mouse button or mouse motion. All of it works headless, where the window is 64 by 64 and the GUI only takes what is inside it.",
28351
+ description: "Input to the running game: a whole click on a Control or a 3D node named by path, an item chosen out of a menu, typing into whatever has the focus, or a raw action, key, mouse button or mouse motion. All of it works headless, where the window is 64 by 64 and the GUI only takes what is inside it.",
28352
28352
  parameters: {
28353
28353
  projectPath: RUNNING_PROJECT_PATH,
28354
- nodePath: { type: "string", description: "click: the Control to click, at its centre." },
28354
+ nodePath: {
28355
+ type: "string",
28356
+ description: "click: the Control to click, at its centre, or the 3D node to click, where it is drawn. choose: the PopupMenu, or the OptionButton or MenuButton in front of one."
28357
+ },
28355
28358
  action: { type: "string", description: "action: the InputMap action name." },
28356
28359
  pressed: { type: "boolean", description: "Press or release. Default true." },
28357
28360
  strength: { type: "number", description: "action: 0 to 1. Default 1." },
28358
28361
  keycode: { type: "string", description: 'key: the key name, such as "Space" or "A".' },
28359
28362
  text: {
28360
28363
  type: "string",
28361
- description: "text: what to type. A newline is Enter and a tab is Tab."
28364
+ description: "text: what to type. A newline is Enter and a tab is Tab. choose: the item to take, by what it says."
28365
+ },
28366
+ index: {
28367
+ type: "number",
28368
+ description: "choose: the item to take, by where it is in the list, when text will not do."
28362
28369
  },
28363
28370
  shift: { type: "boolean" },
28364
28371
  ctrl: { type: "boolean" },
@@ -28377,7 +28384,11 @@ var TOOL_SPECS = [
28377
28384
  requires: [],
28378
28385
  operations: {
28379
28386
  click: {
28380
- summary: "press and release on a Control, a frame apart, and answer with what was under the pointer and what became of the control: in_tree, removed or freed. A control out of sight inside a ScrollContainer is scrolled to first, and scrolled_into_view says whether the view moved",
28387
+ summary: "press and release on a Control, a frame apart, and answer with what was under the pointer and what became of the control: in_tree, removed or freed. A control out of sight inside a ScrollContainer is scrolled to first, and scrolled_into_view says whether the view moved. A 3D node is clicked where it is drawn, and landed then says the interface did not swallow the press",
28388
+ requires: ["nodePath"]
28389
+ },
28390
+ choose: {
28391
+ summary: "take an item out of a menu, by what it says or by where it is in the list. A menu's items are drawn rather than built, so there is nothing to click: the item takes the focus and Enter presses it, which is the engine's own path and needs no window. Answers with what was chosen and what the button in front of it shows now",
28381
28392
  requires: ["nodePath"]
28382
28393
  },
28383
28394
  action: { summary: "press or release an action", requires: ["action"] },
@@ -29077,12 +29088,23 @@ class GodotServer {
29077
29088
  case "runtime_capture":
29078
29089
  return await this.handleRuntimeCommand(op === "screenshot" ? "capture_screenshot" : "capture_viewport", args);
29079
29090
  case "runtime_input":
29080
- return op === "click" ? await this.handleRuntimeCommand("click", {
29081
- projectPath: args["projectPath"],
29082
- path: readNonEmptyString(args, "nodePath") ?? "",
29083
- button: readString(args, "button") ?? "left",
29084
- double: readBoolean(args, "doubleClick") ?? false
29085
- }) : await this.handleRuntimeCommand(`inject_${op}`, args);
29091
+ if (op === "click") {
29092
+ return await this.handleRuntimeCommand("click", {
29093
+ projectPath: args["projectPath"],
29094
+ path: readNonEmptyString(args, "nodePath") ?? "",
29095
+ button: readString(args, "button") ?? "left",
29096
+ double: readBoolean(args, "doubleClick") ?? false
29097
+ });
29098
+ }
29099
+ if (op === "choose") {
29100
+ return await this.handleRuntimeCommand("choose", {
29101
+ projectPath: args["projectPath"],
29102
+ path: readNonEmptyString(args, "nodePath") ?? "",
29103
+ text: readString(args, "text") ?? "",
29104
+ ...args["index"] === undefined ? {} : { index: args["index"] }
29105
+ });
29106
+ }
29107
+ return await this.handleRuntimeCommand(`inject_${op}`, args);
29086
29108
  case "runtime_wait":
29087
29109
  return await this.handleRuntimeWait(op, args);
29088
29110
  case "debug_breakpoint": {
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "gdharness",
3
- "version": "0.6.1",
3
+ "version": "0.6.3",
4
4
  "mcpName": "io.github.Aureliolo/gdharness",
5
5
  "description": "A harness for driving a Godot 4 project from an agent: editor addons, a runtime bridge into the running game, an MCP server in front of them, and a CLI that installs and diagnoses the Godot side.",
6
6
  "type": "module",