Sztuczna_Inteligencja/venv/Lib/site-packages/pygame/tests/key_test.py
2019-04-10 09:31:09 +01:00

92 lines
3.1 KiB
Python

if __name__ == '__main__':
import sys
import os
pkg_dir = os.path.split(os.path.abspath(__file__))[0]
parent_dir, pkg_name = os.path.split(pkg_dir)
is_pygame_pkg = (pkg_name == 'tests' and
os.path.split(parent_dir)[1] == 'pygame')
if not is_pygame_pkg:
sys.path.insert(0, parent_dir)
else:
is_pygame_pkg = __name__.startswith('pygame.tests.')
import unittest
import pygame
import pygame.key
class KeyModuleTest(unittest.TestCase):
def setUp(self):
pygame.init()
def tearDown(self):
pygame.quit()
def test_import(self):
'does it import'
import pygame.key
def todo_test_get_focused(self):
# __doc__ (as of 2008-08-02) for pygame.key.get_focused:
# pygame.key.get_focused(): return bool
# true if the display is receiving keyboard input from the system
#
# This is true when the display window has keyboard focus from the
# system. If the display needs to ensure it does not lose keyboard
# focus, it can use pygame.event.set_grab() to grab all input.
#
self.fail()
def todo_test_get_pressed(self):
# __doc__ (as of 2008-08-02) for pygame.key.get_pressed:
# pygame.key.get_pressed(): return bools
# get the state of all keyboard buttons
#
# Returns a sequence of boolean values representing the state of every
# key on the keyboard. Use the key constant values to index the array.
# A True value means the that button is pressed.
#
# Getting the list of pushed buttons with this function is not the
# proper way to handle text entry from the user. You have no way to
# know the order of keys pressed, and rapidly pushed keys can be
# completely unnoticed between two calls to pygame.key.get_pressed().
# There is also no way to translate these pushed keys into a fully
# translated character value. See the pygame.KEYDOWN events on the
# event queue for this functionality.
#
self.fail()
def test_name(self):
self.assertEqual(pygame.key.name(pygame.K_RETURN), "return")
self.assertEqual(pygame.key.name(pygame.K_0), "0")
def test_set_and_get_mods(self):
self.assertEqual(pygame.key.get_mods(), pygame.KMOD_NONE)
pygame.key.set_mods(pygame.KMOD_CTRL)
self.assertEqual(pygame.key.get_mods(), pygame.KMOD_CTRL)
pygame.key.set_mods(pygame.KMOD_ALT)
self.assertEqual(pygame.key.get_mods(), pygame.KMOD_ALT)
pygame.key.set_mods(pygame.KMOD_CTRL | pygame.KMOD_ALT)
self.assertEqual(pygame.key.get_mods(), pygame.KMOD_CTRL | pygame.KMOD_ALT)
def test_set_and_get_repeat(self):
self.assertEqual(pygame.key.get_repeat(), (0, 0))
pygame.key.set_repeat(10, 15)
self.assertEqual(pygame.key.get_repeat(), (10, 15))
pygame.key.set_repeat()
self.assertEqual(pygame.key.get_repeat(), (0, 0))
if __name__ == '__main__':
unittest.main()