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201 changed files with 8547 additions and 3871 deletions
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@ -1,7 +1,25 @@
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class_name GutInputSender
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## The InputSender class. It sends input to places.
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## The GutInputSender class. It sends input to places.
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##
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## This is the full description that has not yet been filled in.
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## [br][br]
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## GUT Wiki: [url=https://gut.readthedocs.io]https://gut.readthedocs.io[/url][br]
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## See [wiki]Mocking-Input[/wiki] for examples.
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## [br][br]
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## This class can be used to send [code]InputEvent*[/code] events to various
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## objects. It also allows you to script out a series of inputs and play
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## them back in real time. You could use it to:[br]
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## - Verify that jump height depends on how long the jump button is pressed.[br]
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## - Double tap a direction performs a dash.[br]
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## - Down, Down-Forward, Forward + punch throws a fireball.[br]
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## [br][br]
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## And much much more.
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## [br][br]
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## As of 9.3.1 you can use [code skip-lint]GutInputSender[/code] instead of [code]InputSender[/code]. It's the same thing, but [code skip-lint]GutInputSender[/code] is a [code]class_name[/code] so you may have less warnings and auto-complete will work.
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## [br][br]
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## [b]Warning[/b][br]
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## If you move the Godot window to a different monitor while tests are running it can cause input tests to fail. [url=https://github.com/bitwes/Gut/issues/643]This issue[/url] has more details.
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# Implemented InputEvent* convenience methods
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# InputEventAction
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@ -149,8 +167,7 @@ class MouseDraw:
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# ##############################################################################
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#
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# ##############################################################################
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var InputFactory = load("res://addons/gut/input_factory.gd")
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## Local reference to the GutInputFactory static class
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const INPUT_WARN = 'If using Input as a reciever it will not respond to *_down events until a *_up event is recieved. Call the appropriate *_up event or use hold_for(...) to automatically release after some duration.'
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var _lgr = GutUtils.get_logger()
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@ -178,14 +195,17 @@ var _default_mouse_position = {
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var _last_mouse_position = {
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}
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## Warp mouse when sending INputEventMouse* events
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## Warp mouse when sending InputEventMouse* events
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var mouse_warp = false
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## Draw mouse position cross hairs. Useful to see where the mouse is at
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## when not using [member mouse_warp]
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var draw_mouse = true
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## Emitted when all events in the input queue have been sent.
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signal idle
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## You can pass in a receiver if you want to.
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## Accepts a single optional receiver.
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func _init(r=null):
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if(r != null):
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add_receiver(r)
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@ -320,17 +340,24 @@ func _on_queue_item_ready(item):
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# ------------------------------
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# Public
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# ------------------------------
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## Add an object to receive input events.
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func add_receiver(obj):
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_receivers.append(obj)
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## Returns the receivers that have been added.
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func get_receivers():
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return _receivers
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## Returns true if the input queue has items to be processed, false if not.
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func is_idle():
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return _input_queue.size() == 0
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func is_key_pressed(which):
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var event = InputFactory.key_up(which)
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var event = GutInputFactory.key_up(which)
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return _pressed_keys.has(event.keycode) and _pressed_keys[event.keycode]
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func is_action_pressed(which):
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@ -339,13 +366,24 @@ func is_action_pressed(which):
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func is_mouse_button_pressed(which):
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return _pressed_mouse_buttons.has(which) and _pressed_mouse_buttons[which].pressed
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## Get the value of [method set_auto_flush_input].
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func get_auto_flush_input():
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return _auto_flush_input
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## Enable/Disable auto flushing of input. When enabled the [GutInputSender]
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## will call [code]Input.flush_buffered_events[/code] after each event is sent.
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## See the "use_accumulated_input" section in [wiki]Mocking-Input[/wiki] for more
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## information.
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func set_auto_flush_input(val):
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_auto_flush_input = val
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## Adds a delay between the last input queue item added and any queue item added
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## next. By default this will wait [param t] seconds. You can specify a
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## number of frames to wait by passing a string composed of a number and "f".
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## For example [code]wait("5f")[/code] will wait 5 frames.
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func wait(t):
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if(typeof(t) == TYPE_STRING):
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var suffix = t.substr(t.length() -1, 1)
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@ -361,6 +399,11 @@ func wait(t):
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return self
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## Clears the input queue and any state such as the last event sent and any
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## pressed actions/buttons. Does not clear the list of receivers.
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## [br][br]
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## This should be done between each test when the [GutInputSender] is a class
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## level variable so that state does not leak between tests.
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func clear():
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_last_event = null
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_next_queue_item = null
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@ -378,18 +421,22 @@ func clear():
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# ------------------------------
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# Event methods
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# ------------------------------
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## Sends a [InputEventKey] event with [code]pressed = false[/code]. [param which] can be a character or a [code]KEY_*[/code] constant.
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func key_up(which):
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var event = InputFactory.key_up(which)
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var event = GutInputFactory.key_up(which)
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_send_or_record_event(event)
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return self
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## Sends a [InputEventKey] event with [code]pressed = true[/code]. [param which] can be a character or a [code]KEY_*[/code] constant.
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func key_down(which):
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var event = InputFactory.key_down(which)
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var event = GutInputFactory.key_down(which)
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_send_or_record_event(event)
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return self
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## Sends an echo [InputEventKey] event of the last key event.
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func key_echo():
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if(_last_event != null and _last_event is InputEventKey):
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var new_key = _last_event.duplicate()
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@ -398,18 +445,21 @@ func key_echo():
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return self
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## Sends a "action up" [InputEventAction] instance. [param which] is the name of the action defined in the Key Map.
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func action_up(which, strength=1.0):
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var event = InputFactory.action_up(which, strength)
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var event = GutInputFactory.action_up(which, strength)
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_send_or_record_event(event)
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return self
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## Sends a "action down" [InputEventAction] instance. [param which] is the name of the action defined in the Key Map.
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func action_down(which, strength=1.0):
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var event = InputFactory.action_down(which, strength)
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var event = GutInputFactory.action_down(which, strength)
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_send_or_record_event(event)
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return self
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## Sends a "button down" [InputEventMouseButton] for the left mouse button.
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func mouse_left_button_down(position=null, global_position=null):
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var event = _new_defaulted_mouse_button_event(position, global_position)
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event.pressed = true
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@ -418,6 +468,7 @@ func mouse_left_button_down(position=null, global_position=null):
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return self
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## Sends a "button up" [InputEventMouseButton] for the left mouse button.
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func mouse_left_button_up(position=null, global_position=null):
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var event = _new_defaulted_mouse_button_event(position, global_position)
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event.pressed = false
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@ -426,13 +477,15 @@ func mouse_left_button_up(position=null, global_position=null):
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return self
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## Sends a "double click" [InputEventMouseButton] for the left mouse button.
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func mouse_double_click(position=null, global_position=null):
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var event = InputFactory.mouse_double_click(position, global_position)
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var event = GutInputFactory.mouse_double_click(position, global_position)
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event.double_click = true
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_send_or_record_event(event)
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return self
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## Sends a "button down" [InputEventMouseButton] for the right mouse button.
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func mouse_right_button_down(position=null, global_position=null):
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var event = _new_defaulted_mouse_button_event(position, global_position)
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event.pressed = true
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@ -441,6 +494,7 @@ func mouse_right_button_down(position=null, global_position=null):
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return self
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## Sends a "button up" [InputEventMouseButton] for the right mouse button.
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func mouse_right_button_up(position=null, global_position=null):
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var event = _new_defaulted_mouse_button_event(position, global_position)
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event.pressed = false
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@ -449,25 +503,31 @@ func mouse_right_button_up(position=null, global_position=null):
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return self
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## Sends a [InputEventMouseMotion] to move the mouse the specified positions.
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func mouse_motion(position, global_position=null):
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var event = _new_defaulted_mouse_motion_event(position, global_position)
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_send_or_record_event(event)
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return self
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## Sends a [InputEventMouseMotion] that moves the mouse [param offset]
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## from the last [method mouse_motion] or [method mouse_set_position] call.
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func mouse_relative_motion(offset, speed=Vector2(0, 0)):
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var last_event = _new_defaulted_mouse_motion_event(null, null)
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var event = InputFactory.mouse_relative_motion(offset, last_event, speed)
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var event = GutInputFactory.mouse_relative_motion(offset, last_event, speed)
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_set_last_mouse_positions(event)
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_send_or_record_event(event)
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return self
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## Sets the mouse's position. This does not send an event. This position will
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## be used for the next call to [method mouse_relative_motion].
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func mouse_set_position(position, global_position=null):
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var event = _new_defaulted_mouse_motion_event(position, global_position)
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return self
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## Performs a left click at the given position.
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func mouse_left_click_at(where, duration = '5f'):
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wait_frames(1)
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mouse_left_button_down(where)
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return self
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## Create your own event and use this to send it to all receivers.
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func send_event(event):
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_send_or_record_event(event)
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return self
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## Releases all [InputEventKey], [InputEventAction], and [InputEventMouseButton]
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## events that have passed through this instance. These events could have been
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## generated via the various [code]_down[/code] methods or passed to
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## [method send_event].
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## [br][br]
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## This will send the "release" event ([code]pressed = false[/code]) to all
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## receivers. This should be done between each test when using `Input` as a
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## receiver.
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func release_all():
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for key in _pressed_keys:
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if(_pressed_keys[key]):
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_send_event(InputFactory.key_up(key))
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_send_event(GutInputFactory.key_up(key))
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_pressed_keys.clear()
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for key in _pressed_actions:
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if(_pressed_actions[key]):
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_send_event(InputFactory.action_up(key))
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_send_event(GutInputFactory.action_up(key))
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_pressed_actions.clear()
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for key in _pressed_mouse_buttons:
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@ -501,19 +570,28 @@ func release_all():
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return self
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## Same as [method wait] but only accepts a number of frames to wait.
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func wait_frames(num_frames):
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var item = InputQueueItem.new(0, num_frames)
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_add_queue_item(item)
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return self
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## Same as [method wait] but only accepts a number of seconds to wait.
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func wait_secs(num_secs):
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var item = InputQueueItem.new(num_secs, 0)
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_add_queue_item(item)
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return self
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## This is a special [method wait] that will emit the previous input queue item
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## with [code]pressed = false[/code] after a delay. If you pass a number then
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## it will wait that many seconds. You can also use the `"4f"` format to wait
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## a specific number of frames.
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## [br][br]
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## For example [code]sender.action_down('jump').hold_for("10f")[/code] will
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## cause two [InputEventAction] instances to be sent. The "jump-down" event
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## from [method action_down] and then a "jump-up" event after 10 frames.
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func hold_for(duration):
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if(_last_event != null and _last_event.pressed):
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var next_event = _last_event.duplicate()
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return self
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## Same as [method hold_for] but specifically holds for a number of physics
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## frames.
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func hold_frames(duration:int):
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return hold_for(str(duration, 'f'))
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## Same as [method hold_for] but specifically holds for a number of seconds.
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func hold_seconds(duration:float):
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return hold_for(duration)
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# ##############################################################################
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#(G)odot (U)nit (T)est class
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#
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# InputEvents can be sent via the helper methods or a custom made InputEvent
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# can be sent via send_event(...)
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#
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# ##############################################################################
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# ##############################################################################
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