forked from s444420/AL-2020
151 lines
5.3 KiB
Python
151 lines
5.3 KiB
Python
|
import unittest
|
||
|
from pygame.tests.event_test import race_condition_notification
|
||
|
import pygame
|
||
|
from pygame import event, fastevent
|
||
|
from pygame.compat import geterror
|
||
|
|
||
|
################################################################################
|
||
|
|
||
|
class FasteventModuleTest(unittest.TestCase):
|
||
|
|
||
|
def setUp(self):
|
||
|
pygame.display.init()
|
||
|
fastevent.init()
|
||
|
event.clear()
|
||
|
|
||
|
def tearDown(self):
|
||
|
# fastevent.quit() # Does not exist!
|
||
|
pygame.display.quit()
|
||
|
|
||
|
def test_init(self):
|
||
|
# Test if module initialized after multiple init() calls.
|
||
|
fastevent.init()
|
||
|
fastevent.init()
|
||
|
|
||
|
self.assertTrue(fastevent.get_init())
|
||
|
|
||
|
def test_auto_quit(self):
|
||
|
# Test if module uninitialized after calling pygame.quit().
|
||
|
pygame.quit()
|
||
|
|
||
|
self.assertFalse(fastevent.get_init())
|
||
|
|
||
|
def test_get_init(self):
|
||
|
# Test if get_init() gets the init state.
|
||
|
self.assertTrue(fastevent.get_init())
|
||
|
|
||
|
def test_get(self):
|
||
|
# __doc__ (as of 2008-08-02) for pygame.fastevent.get:
|
||
|
|
||
|
# pygame.fastevent.get() -> list of Events
|
||
|
# get all events from the queue
|
||
|
|
||
|
for _ in range(1, 11):
|
||
|
event.post(event.Event(pygame.USEREVENT))
|
||
|
|
||
|
self.assertListEqual([e.type for e in fastevent.get()],
|
||
|
[pygame.USEREVENT] * 10,
|
||
|
race_condition_notification)
|
||
|
|
||
|
def test_poll(self):
|
||
|
|
||
|
# __doc__ (as of 2008-08-02) for pygame.fastevent.poll:
|
||
|
|
||
|
# pygame.fastevent.poll() -> Event
|
||
|
# get an available event
|
||
|
#
|
||
|
# Returns next event on queue. If there is no event waiting on the
|
||
|
# queue, this will return an event with type NOEVENT.
|
||
|
|
||
|
self.assertEqual(fastevent.poll().type, pygame.NOEVENT,
|
||
|
race_condition_notification)
|
||
|
|
||
|
def test_post(self):
|
||
|
|
||
|
# __doc__ (as of 2008-08-02) for pygame.fastevent.post:
|
||
|
|
||
|
# pygame.fastevent.post(Event) -> None
|
||
|
# place an event on the queue
|
||
|
#
|
||
|
# This will post your own event objects onto the event queue.
|
||
|
# You can past any event type you want, but some care must be
|
||
|
# taken. For example, if you post a MOUSEBUTTONDOWN event to the
|
||
|
# queue, it is likely any code receiving the event will expect
|
||
|
# the standard MOUSEBUTTONDOWN attributes to be available, like
|
||
|
# 'pos' and 'button'.
|
||
|
#
|
||
|
# Because pygame.fastevent.post() may have to wait for the queue
|
||
|
# to empty, you can get into a dead lock if you try to append an
|
||
|
# event on to a full queue from the thread that processes events.
|
||
|
# For that reason I do not recommend using this function in the
|
||
|
# main thread of an SDL program.
|
||
|
|
||
|
for _ in range(1, 11):
|
||
|
fastevent.post(event.Event(pygame.USEREVENT))
|
||
|
|
||
|
self.assertListEqual([e.type for e in event.get()],
|
||
|
[pygame.USEREVENT] * 10,
|
||
|
race_condition_notification)
|
||
|
|
||
|
try:
|
||
|
# Special case for post: METH_O.
|
||
|
fastevent.post(1)
|
||
|
except TypeError:
|
||
|
e = geterror()
|
||
|
msg = ("argument 1 must be %s, not %s" %
|
||
|
(fastevent.Event.__name__, type(1).__name__))
|
||
|
self.assertEqual(str(e), msg)
|
||
|
else:
|
||
|
self.fail()
|
||
|
|
||
|
def test_post__clear(self):
|
||
|
"""Ensure posted events can be cleared."""
|
||
|
for _ in range(10):
|
||
|
fastevent.post(event.Event(pygame.USEREVENT))
|
||
|
|
||
|
event.clear()
|
||
|
|
||
|
self.assertListEqual(fastevent.get(), [])
|
||
|
self.assertListEqual(event.get(), [])
|
||
|
|
||
|
def todo_test_pump(self):
|
||
|
|
||
|
# __doc__ (as of 2008-08-02) for pygame.fastevent.pump:
|
||
|
|
||
|
# pygame.fastevent.pump() -> None
|
||
|
# update the internal messages
|
||
|
#
|
||
|
# For each frame of your game, you will need to make some sort
|
||
|
# of call to the event queue. This ensures your program can internally
|
||
|
# interact with the rest of the operating system. If you are not using
|
||
|
# other event functions in your game, you should call pump() to allow
|
||
|
# pygame to handle internal actions.
|
||
|
#
|
||
|
# There are important things that must be dealt with internally in the
|
||
|
# event queue. The main window may need to be repainted. Certain joysticks
|
||
|
# must be polled for their values. If you fail to make a call to the event
|
||
|
# queue for too long, the system may decide your program has locked up.
|
||
|
|
||
|
self.fail()
|
||
|
|
||
|
def test_wait(self):
|
||
|
|
||
|
# __doc__ (as of 2008-08-02) for pygame.fastevent.wait:
|
||
|
|
||
|
# pygame.fastevent.wait() -> Event
|
||
|
# wait for an event
|
||
|
#
|
||
|
# Returns the current event on the queue. If there are no messages
|
||
|
# waiting on the queue, this will not return until one is
|
||
|
# available. Sometimes it is important to use this wait to get
|
||
|
# events from the queue, it will allow your application to idle
|
||
|
# when the user isn't doing anything with it.
|
||
|
|
||
|
event.post(pygame.event.Event(1))
|
||
|
self.assertEqual(fastevent.wait().type, 1, race_condition_notification)
|
||
|
|
||
|
################################################################################
|
||
|
|
||
|
if __name__ == '__main__':
|
||
|
unittest.main()
|