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pygame / test / fastevent_test.py

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#################################### IMPORTS ###################################

import test_utils
import test.unittest as unittest
from test_utils import test_not_implemented

################################################################################

class FasteventModuleTest(unittest.TestCase):
    def test_get(self):

        # __doc__ (as of 2008-06-25) for pygame.fastevent.get:

          # pygame.fastevent.get() -> list of Events
          # get all events from the queue

        self.assert_(test_not_implemented()) 

    def test_init(self):

        # __doc__ (as of 2008-06-25) for pygame.fastevent.init:

          # pygame.fastevent.init() -> None
          # initialize pygame.fastevent.

        self.assert_(test_not_implemented()) 

    def test_poll(self):

        # __doc__ (as of 2008-06-25) 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.assert_(test_not_implemented()) 

    def test_post(self):

        # __doc__ (as of 2008-06-25) 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.

        self.assert_(test_not_implemented()) 

    def test_pump(self):

        # __doc__ (as of 2008-06-25) 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.assert_(test_not_implemented()) 

    def test_wait(self):

        # __doc__ (as of 2008-06-25) 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.

        self.assert_(test_not_implemented()) 


################################################################################

if __name__ == '__main__':
    unittest.main()