gdharness 1.1.24 → 1.1.25
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/build/cli.js +2 -2
- package/build/godot/addons/gdharness_runtime/runtime_input.gd +67 -34
- package/build/godot/addons/gdharness_runtime/runtime_menus.gd +39 -8
- package/build/godot/addons/gdharness_runtime/runtime_paths.gd +8 -0
- package/build/godot/addons/gdharness_runtime/runtime_targets.gd +7 -3
- package/build/godot/addons/gdharness_runtime/runtime_typing.gd +27 -5
- package/build/index.js +2 -2
- package/build/keeper.js +3 -1
- package/package.json +1 -1
package/build/cli.js
CHANGED
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@@ -17874,7 +17874,7 @@ var init_tool_definitions = __esm(() => {
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},
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{
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name: "runtime_input",
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description: "Input to the running game: a whole click on a Control or a 3D node named by path or on a control named by the words on it, 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.",
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description: "Input to the running game: a whole click on a Control or a 3D node named by path or on a control named by the words on it, 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. On gdharness's own desktop, where a windowed run goes, Windows refuses to say where the pointer is: the pointer ops answer with pointer_note there, because get_mouse_position() on the root window, and the mouse positions derived from it, read a meaningless position, while what reads the event itself (the control under it, hover, tooltips, input handlers) gets the injected position.",
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parameters: {
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projectPath: RUNNING_PROJECT_PATH,
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pid: RUNNING_PID,
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@@ -17914,7 +17914,7 @@ var init_tool_definitions = __esm(() => {
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type: "string",
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ops: ["text", "choose"],
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blank: true,
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description: 'text: what to type. A newline is Enter and a tab is Tab, a space is a space, and "" with replace empties the field. choose: the item to take, by what it says as drawn, which in a game with translations is the translation; the key it holds is matched after that.'
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description: 'text: what to type. A newline is Enter and a tab is Tab, a space is a space, and "" with replace empties the field. choose: the item to take, by what it says as drawn, which in a game with translations is the translation; the key it holds is matched after that. An item whose whole words are these comes first; otherwise the words match as says does anywhere, a plain word as part of the item, a glob, or alternatives split at |, enabled items ahead of disabled ones, and several matching equally are refused with each listed.'
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},
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replace: {
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type: "boolean",
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@@ -21,6 +21,10 @@ const TO_SMALL: int = 32
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## reason a control is out of reach. Only worth telling somebody when it is what they have.
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const HEADLESS_VIEWPORT: Vector2 = Vector2(64, 64)
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## Set, to the desktop's name, for a process gdharness started on a desktop of its own and for
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## everything that process starts. Kept in step with `DESKTOP_VARIABLE` in src/desktop.ts.
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const DESKTOP_VARIABLE: String = "GDHARNESS_DESKTOP"
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var _host: Node
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var _values: Values
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@@ -45,6 +49,28 @@ func _init(host: Node, values: Values) -> void:
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_values = values
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## [param answer], saying what a desktop of gdharness's own does to the game's own reading of the
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## pointer when the game is on one.
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##
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## For the root window the engine asks Windows where the pointer is, and GetCursorPos refuses a
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## process on a desktop that is not in use: measured on one of gdharness's own, it answered false
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## with access denied and left the point unwritten. The engine does not check, so a game driven
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## there read get_mouse_position() as x 836852416 after a motion to 1310, 314. Nothing here can
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## put a pointer on that desktop: Windows moves one only on the desktop in use, and making this one
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## that would take the screen. What reads the injected event is right, tooltips included, since the
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## engine places a tooltip from the motion that reached the control.
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static func _pointer_noted(answer: Dictionary) -> Dictionary:
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if OS.get_environment(DESKTOP_VARIABLE) != "":
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answer["pointer_note"] = (
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"This game is on gdharness's own desktop, where Windows refuses to say where the"
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+ " pointer is, so get_mouse_position() on the root window, and get_global_mouse_position()"
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+ " and get_local_mouse_position() on what is drawn there, read a meaningless position"
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+ " rather than where this put it. What reads the event itself gets this position: the"
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+ " control under the pointer, its hover and tooltip, and the game's input handlers."
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)
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return answer
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## The movement a pointer arriving at [param position] carries, which is the distance from where
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## the last injected event put it, and none at all for the first. The arrival is recorded, with how
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## long it took: at least a frame, since two motions sent in one frame did not cross the screen in
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@@ -238,15 +264,17 @@ func inject_mouse_click(params: Dictionary) -> Dictionary:
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Input.parse_input_event(_button(position, button, false, false))
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await _host.get_tree().process_frame
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return
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-
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-
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return _pointer_noted(
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{
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"type": "input_injected",
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"input_type": "mouse_click",
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"position": [position.x, position.y],
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"button": button,
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"pressed": held and not whole,
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"whole": whole,
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"double": double
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}
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)
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## Moves the pointer to a position, with the movement the event carries taken from where the
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@@ -275,12 +303,14 @@ func inject_mouse_motion(params: Dictionary) -> Dictionary:
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Input.parse_input_event(_motion(position, relative))
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return
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return _pointer_noted(
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{
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"type": "input_injected",
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"input_type": "mouse_motion",
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"position": [position.x, position.y],
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"relative": [relative.x, relative.y]
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}
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)
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## Whether [param centre] is somewhere a click can reach it: inside the viewport, and inside every
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@@ -289,11 +319,11 @@ static func _in_sight(control: Control, viewport: Viewport, centre: Vector2) ->
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return viewport.get_visible_rect().has_point(centre) and _clipped_by(control, centre) == null
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## The ScrollContainer between [param control] and
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## or null when none does.
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## The ScrollContainer between [param control] and its viewport that clips [param centre] away from
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## it, or null when none does. Not past the viewport: one holding a dialog is in another space.
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static func _clipped_by(control: Control, centre: Vector2) -> ScrollContainer:
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var walking: Node = control.get_parent()
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while walking != null:
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while walking != null and not (walking is Viewport):
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var holder: ScrollContainer = walking as ScrollContainer
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# Carried into the same space the centre is in, which is the canvas rather than the
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# container's own: the two are only the same while nothing above it is transformed.
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@@ -312,11 +342,12 @@ static func _clipped_by(control: Control, centre: Vector2) -> ScrollContainer:
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## next layout pass rather than inside the call, and the next one out works out where the control is
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## from where it is drawn, so asked in the same frame it scrolled to where the control had been.
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## Moved means a scroll value changed: a container asked to show what it already shows moves
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## nothing, and answering true for it said the view had moved when it had not.
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## nothing, and answering true for it said the view had moved when it had not. Only the containers in
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## the control's own viewport: one holding a dialog scrolls the page behind it, not the dialog.
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func _scroll_into_view(control: Control) -> bool:
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var moved: bool = false
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var walking: Variant = control.get_parent()
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while walking != null:
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while walking != null and not (walking is Viewport):
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var step: Node = walking
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var holder: ScrollContainer = step as ScrollContainer
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if holder != null:
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@@ -466,7 +497,7 @@ func click(params: Dictionary) -> Dictionary:
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}
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if found != null:
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answer["found"] = found
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-
return answer
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return _pointer_noted(answer)
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## Why [param control] would take no click a player gave it, or "" when it would.
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@@ -636,19 +667,21 @@ func _click_in_the_world(node_path: String, item: Node3D, params: Dictionary) ->
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_press_button(arriving, _button(position, button, false, false))
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await _host.get_tree().process_frame
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return
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return _pointer_noted(
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{
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"type": "clicked",
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"path": node_path,
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"position": _values.serialize(position),
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"button": button,
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"double": double,
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"hovered": hovered_path,
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# The interface did not take it, so it reached the game's own input. As close to "it
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# landed" as anything outside the game can get, and said in the same word the Control
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# click says it in.
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"landed": through["landed"],
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"camera": found["camera"],
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}
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)
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## Whether a pointer on its way out through [param out], the steps [method Screen.steps_out]
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@@ -4,6 +4,7 @@ extends RefCounted
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## where it is in the list.
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const Read = preload("reading.gd")
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const Says = preload("runtime_says.gd")
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const Words = preload("runtime_words.gd")
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@@ -20,20 +21,28 @@ static func menu_of(node: Node) -> PopupMenu:
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return null
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-
##
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##
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## The items asked for, best first: the one at `index`; else the one whose whole words are `text`,
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## exactly and then case-insensitively; else every item `text` matches by the rules `says` has, a
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## plain word as a contains, a glob, and alternatives split at `|`, the enabled ones when any are.
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## Empty when nothing matches, and more than one when several match equally well, which the caller
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## refuses rather than guesses between.
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##
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## By the same rules as `says` because a caller who has learnt them from a click, a find and a wait
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## writes the same pattern here: "Leave*" was refused against a menu holding "Leave the hall", and
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## the item had to be written out in full on a second call. The whole words still come first, so an
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## item named in full is chosen over another whose words contain it.
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##
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## `text` is matched against the words the item shows before the ones it holds. In a game with
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## translations they differ, and the shown ones are what a caller has read off the screen: an item
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## held as `ACT_ENGAGE` and shown as "Hire" refused "Hire" and listed the keys. The held words
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## still count after them, for a caller that has the key from the source.
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static func
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static func wanted_items(menu: PopupMenu, params: Dictionary) -> Array[int]:
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if params.has("index"):
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var asked: int = Read.as_int(params.get("index", -1), -1)
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return asked if asked >= 0 and asked < menu.get_item_count() else
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return _items([asked] if asked >= 0 and asked < menu.get_item_count() else [])
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var wanted: String = str(params.get("text", ""))
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if wanted.is_empty():
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-
return
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return _items([])
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# The items before the separators, because a heading can carry the same words as an item under
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# it, and finding the heading first refused the choice the caller meant. A separator is still
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# looked for after, so a heading asked for by name is refused as one rather than as missing.
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@@ -50,11 +59,33 @@ static func wanted_item(menu: PopupMenu, params: Dictionary) -> int:
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for words: Array[String] in [shown, held]:
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for at: int in words.size():
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if words[at] == wanted:
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return order[at]
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return _items([order[at]])
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for at: int in words.size():
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if words[at].nocasecmp_to(wanted) == 0:
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return order[at]
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-
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return _items([order[at]])
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# Separators are left out here: a heading is refused when named in full, and a pattern that
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# matched one beside the item it heads would tie the two.
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for words: Array[String] in [shown, held]:
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var matched: Array[int] = []
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var enabled: Array[int] = []
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for at: int in words.size():
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var index: int = order[at]
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if menu.is_item_separator(index) or not Says.matches(words[at], wanted):
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continue
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matched.append(index)
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if not menu.is_item_disabled(index):
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enabled.append(index)
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if not matched.is_empty():
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return enabled if not enabled.is_empty() else matched
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return _items([])
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## [param indices] as a list of item numbers: a literal list is untyped, and handed back where a
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## typed one is declared it is refused when the call is made, not when the script is read.
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static func _items(indices: Array) -> Array[int]:
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var typed: Array[int] = []
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typed.assign(indices)
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return typed
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## What the menu shows, for a refusal that names the choices rather than the miss: a titled
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@@ -216,13 +216,21 @@ static func can_read(holder: Variant, named: String) -> bool:
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## A step is text, and a map is keyed by whatever the game put in it: text, a StringName, or a
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## number, which a map of units by id is. Keyed by 3, "3" is not a key of it, measured on 4.7.2, so a
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## step that reads as a number is tried as one after the two spellings of text.
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##
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## A map typed by its key is asked only in that type. It checks every key it is asked about and
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## reports an engine error for one of another type, so a step into a map typed by an enum read the
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## right entry and left four errors in the game's log for each of the two walks, and the run was
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## counted as unclean for a read.
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static func _key_in(map: Dictionary, named: String) -> Array:
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var spellings: Array = [named, StringName(named)]
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if named.is_valid_int():
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spellings.append(int(named))
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if named.is_valid_float():
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spellings.append(float(named))
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var typed: int = map.get_typed_key_builtin() if map.is_typed_key() else TYPE_NIL
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for key: Variant in spellings:
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if typed != TYPE_NIL and typeof(key) != typed:
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continue
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234
|
if map.has(key):
|
|
227
235
|
return [key]
|
|
228
236
|
return []
|
|
@@ -229,7 +229,7 @@ static func _covered_note(covered: int, cover: Node) -> String:
|
|
|
229
229
|
## its words means.
|
|
230
230
|
static func _pressed_through(control: Control) -> Control:
|
|
231
231
|
var walk: Node = control
|
|
232
|
-
while walk != null:
|
|
232
|
+
while walk != null and not (walk is Viewport):
|
|
233
233
|
if walk is BaseButton:
|
|
234
234
|
var pressed: BaseButton = walk
|
|
235
235
|
return pressed
|
|
@@ -376,7 +376,7 @@ static func _where_it_lands(target: Control, point: Vector2) -> Vector2:
|
|
|
376
376
|
var half: Vector2 = (drawn * Rect2(Vector2.ZERO, target.size)).size * 0.5
|
|
377
377
|
var landed: Vector2 = point
|
|
378
378
|
var walk: Node = target.get_parent()
|
|
379
|
-
while walk != null:
|
|
379
|
+
while walk != null and not (walk is Viewport):
|
|
380
380
|
var holder: ScrollContainer = walk as ScrollContainer
|
|
381
381
|
if holder != null:
|
|
382
382
|
var shown: Rect2 = holder.get_global_transform_with_canvas() * Rect2(Vector2.ZERO, holder.size)
|
|
@@ -405,9 +405,13 @@ static func _off_screen(target: Control) -> bool:
|
|
|
405
405
|
|
|
406
406
|
|
|
407
407
|
## Whether a container clipping what it holds cuts [param point] off from [param control].
|
|
408
|
+
##
|
|
409
|
+
## Only up to the viewport [param control] is in. A dialog is a window, and the containers the game
|
|
410
|
+
## added it under are in another space: judged against a clipping one of those, every button of a
|
|
411
|
+
## confirmation was refused as off the screen while it sat in plain view.
|
|
408
412
|
static func _clipped_away(control: Control, point: Vector2) -> bool:
|
|
409
413
|
var walk: Node = control.get_parent()
|
|
410
|
-
while walk != null:
|
|
414
|
+
while walk != null and not (walk is Viewport):
|
|
411
415
|
var holder: Control = walk as Control
|
|
412
416
|
if holder != null and holder.clip_contents and not _holds(holder, point):
|
|
413
417
|
return true
|
|
@@ -261,11 +261,24 @@ func choose(params: Dictionary) -> Dictionary:
|
|
|
261
261
|
var opened: bool = Menus.open_the_menu(node, menu)
|
|
262
262
|
await _host.get_tree().process_frame
|
|
263
263
|
|
|
264
|
-
var
|
|
264
|
+
var found: Array[int] = Menus.wanted_items(menu, params)
|
|
265
|
+
if found.size() > 1:
|
|
266
|
+
await _shut(menu, opened)
|
|
267
|
+
var tied: Array[String] = []
|
|
268
|
+
for at: int in found:
|
|
269
|
+
tied.append("%d: %s" % [at, Words.item_says(menu, at)])
|
|
270
|
+
return {
|
|
271
|
+
"type": "error",
|
|
272
|
+
"message":
|
|
273
|
+
(
|
|
274
|
+
"%s has %d items that say %s, so nothing was chosen: %s. Name one by its whole text or by index"
|
|
275
|
+
% [node_path, found.size(), JSON.stringify(str(params.get("text", ""))), ", ".join(tied)]
|
|
276
|
+
)
|
|
277
|
+
}
|
|
278
|
+
var index: int = found[0] if found.size() == 1 else -1
|
|
265
279
|
var refused: String = _not_a_choice(node_path, menu, index)
|
|
266
280
|
if not refused.is_empty():
|
|
267
|
-
|
|
268
|
-
menu.hide()
|
|
281
|
+
await _shut(menu, opened)
|
|
269
282
|
return {"type": "error", "message": refused}
|
|
270
283
|
|
|
271
284
|
# Read before the press, because the press can take the menu away: a game that rebuilds its
|
|
@@ -298,8 +311,7 @@ func choose(params: Dictionary) -> Dictionary:
|
|
|
298
311
|
menu.index_pressed.disconnect(hear)
|
|
299
312
|
|
|
300
313
|
if not fired.has(index):
|
|
301
|
-
|
|
302
|
-
menu.hide()
|
|
314
|
+
await _shut(menu, opened)
|
|
303
315
|
return {
|
|
304
316
|
"type": "error",
|
|
305
317
|
"message":
|
|
@@ -322,6 +334,16 @@ func choose(params: Dictionary) -> Dictionary:
|
|
|
322
334
|
return answer
|
|
323
335
|
|
|
324
336
|
|
|
337
|
+
## Shuts a menu this call opened, and lets the frame pass in which the engine finishes shutting it.
|
|
338
|
+
## A choice asked for in the frame a refusal shut the menu found it half shut, and the press it sent
|
|
339
|
+
## went nowhere: measured on 4.7.2, a MenuButton refused and at once asked again answered that the
|
|
340
|
+
## menu did not take the item.
|
|
341
|
+
func _shut(menu: PopupMenu, opened: bool) -> void:
|
|
342
|
+
if opened and is_instance_valid(menu) and menu.visible:
|
|
343
|
+
menu.hide()
|
|
344
|
+
await _host.get_tree().process_frame
|
|
345
|
+
|
|
346
|
+
|
|
325
347
|
## Why item [param index] of [param menu] is not something to choose, or "" when it is.
|
|
326
348
|
static func _not_a_choice(node_path: String, menu: PopupMenu, index: int) -> String:
|
|
327
349
|
if index < 0:
|
package/build/index.js
CHANGED
|
@@ -31858,7 +31858,7 @@ var TOOL_SPECS = [
|
|
|
31858
31858
|
},
|
|
31859
31859
|
{
|
|
31860
31860
|
name: "runtime_input",
|
|
31861
|
-
description: "Input to the running game: a whole click on a Control or a 3D node named by path or on a control named by the words on it, 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.",
|
|
31861
|
+
description: "Input to the running game: a whole click on a Control or a 3D node named by path or on a control named by the words on it, 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. On gdharness's own desktop, where a windowed run goes, Windows refuses to say where the pointer is: the pointer ops answer with pointer_note there, because get_mouse_position() on the root window, and the mouse positions derived from it, read a meaningless position, while what reads the event itself (the control under it, hover, tooltips, input handlers) gets the injected position.",
|
|
31862
31862
|
parameters: {
|
|
31863
31863
|
projectPath: RUNNING_PROJECT_PATH,
|
|
31864
31864
|
pid: RUNNING_PID,
|
|
@@ -31898,7 +31898,7 @@ var TOOL_SPECS = [
|
|
|
31898
31898
|
type: "string",
|
|
31899
31899
|
ops: ["text", "choose"],
|
|
31900
31900
|
blank: true,
|
|
31901
|
-
description: 'text: what to type. A newline is Enter and a tab is Tab, a space is a space, and "" with replace empties the field. choose: the item to take, by what it says as drawn, which in a game with translations is the translation; the key it holds is matched after that.'
|
|
31901
|
+
description: 'text: what to type. A newline is Enter and a tab is Tab, a space is a space, and "" with replace empties the field. choose: the item to take, by what it says as drawn, which in a game with translations is the translation; the key it holds is matched after that. An item whose whole words are these comes first; otherwise the words match as says does anywhere, a plain word as part of the item, a glob, or alternatives split at |, enabled items ahead of disabled ones, and several matching equally are refused with each listed.'
|
|
31902
31902
|
},
|
|
31903
31903
|
replace: {
|
|
31904
31904
|
type: "boolean",
|
package/build/keeper.js
CHANGED
|
@@ -10,6 +10,7 @@ import { setTimeout as delay } from "node:timers/promises";
|
|
|
10
10
|
// src/desktop.ts
|
|
11
11
|
import { createHash } from "node:crypto";
|
|
12
12
|
import { writeFileSync } from "node:fs";
|
|
13
|
+
var DESKTOP_VARIABLE = "GDHARNESS_DESKTOP";
|
|
13
14
|
var SOURCE = `using System;
|
|
14
15
|
using System.ComponentModel;
|
|
15
16
|
using System.IO;
|
|
@@ -565,7 +566,8 @@ async function startThroughHelper(spec, output, stopFile) {
|
|
|
565
566
|
error: errorFile,
|
|
566
567
|
stop: stopFile
|
|
567
568
|
});
|
|
568
|
-
const
|
|
569
|
+
const envChanges = spec.desktop === undefined ? spec.envChanges : { ...spec.envChanges, [DESKTOP_VARIABLE]: spec.desktop };
|
|
570
|
+
const started = await startDirectly({ ...spec, command: wrapper.command, args: wrapper.args, envChanges }, output, true, false, "ignore");
|
|
569
571
|
if ("error" in started) {
|
|
570
572
|
return started;
|
|
571
573
|
}
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "gdharness",
|
|
3
|
-
"version": "1.1.
|
|
3
|
+
"version": "1.1.25",
|
|
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",
|