Source

pygame / test / key_test.py

Diff from to

File test/key_test.py

-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.')
-
-if is_pygame_pkg:
-    from pygame.tests.test_utils import test_not_implemented, unittest
-else:
-    from test.test_utils import test_not_implemented, unittest
-import pygame
-
-import os
-
-class KeyModuleTest(unittest.TestCase):
-    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_mods(self):
-
-        # __doc__ (as of 2008-08-02) for pygame.key.get_mods:
-
-          # pygame.key.get_mods(): return int
-          # determine which modifier keys are being held
-          # 
-          # Returns a single integer representing a bitmask of all the modifier
-          # keys being held. Using bitwise operators you can test if specific
-          # shift keys are pressed, the state of the capslock button, and more.
-          # 
-
-        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 todo_test_get_repeat(self):
-
-        # __doc__ (as of 2008-08-02) for pygame.key.get_repeat:
-
-          # pygame.key.get_repeat(): return (delay, interval)
-          # see how held keys are repeated
-          # 
-          # When the keyboard repeat is enabled, keys that are held down will
-          # generate multiple pygame.KEYDOWN events. The delay is the number of
-          # milliseconds before the first repeated pygame.KEYDOWN will be sent.
-          # After that another pygame.KEYDOWN will be sent every interval
-          # milliseconds.
-          # 
-          # When pygame is initialized the key repeat is disabled. 
-          # New in pygame 1.8. 
-
-        self.fail() 
-
-    def todo_test_name(self):
-
-        # __doc__ (as of 2008-08-02) for pygame.key.name:
-
-          # pygame.key.name(key): return string
-          # get the name of a key identifier
-          # 
-          # Get the descriptive name of the button from a keyboard button id constant. 
-
-        self.fail() 
-
-    def todo_test_set_mods(self):
-
-        # __doc__ (as of 2008-08-02) for pygame.key.set_mods:
-
-          # pygame.key.set_mods(int): return None
-          # temporarily set which modifier keys are pressed
-          # 
-          # Create a bitmask of the modifier constants you want to impose on your program. 
-
-        self.fail() 
-
-    def todo_test_set_repeat(self):
-
-        # __doc__ (as of 2008-08-02) for pygame.key.set_repeat:
-
-          # pygame.key.set_repeat(): return None
-          # pygame.key.set_repeat(delay, interval): return None
-          # control how held keys are repeated
-          # 
-          # When the keyboard repeat is enabled, keys that are held down will
-          # generate multiple pygame.KEYDOWN events. The delay is the number of
-          # milliseconds before the first repeated pygame.KEYDOWN will be sent.
-          # After that another pygame.KEYDOWN will be sent every interval
-          # milliseconds. If no arguments are passed the key repeat is disabled.
-          # 
-          # When pygame is initialized the key repeat is disabled. 
-
-        self.fail() 
-
-if __name__ == '__main__':
-    unittest.main()
+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.')
+
+if is_pygame_pkg:
+    from pygame.tests.test_utils import test_not_implemented, unittest
+else:
+    from test.test_utils import test_not_implemented, unittest
+import pygame
+
+import os
+
+class KeyModuleTest(unittest.TestCase):
+    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_mods(self):
+
+        # __doc__ (as of 2008-08-02) for pygame.key.get_mods:
+
+          # pygame.key.get_mods(): return int
+          # determine which modifier keys are being held
+          # 
+          # Returns a single integer representing a bitmask of all the modifier
+          # keys being held. Using bitwise operators you can test if specific
+          # shift keys are pressed, the state of the capslock button, and more.
+          # 
+
+        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 todo_test_get_repeat(self):
+
+        # __doc__ (as of 2008-08-02) for pygame.key.get_repeat:
+
+          # pygame.key.get_repeat(): return (delay, interval)
+          # see how held keys are repeated
+          # 
+          # When the keyboard repeat is enabled, keys that are held down will
+          # generate multiple pygame.KEYDOWN events. The delay is the number of
+          # milliseconds before the first repeated pygame.KEYDOWN will be sent.
+          # After that another pygame.KEYDOWN will be sent every interval
+          # milliseconds.
+          # 
+          # When pygame is initialized the key repeat is disabled. 
+          # New in pygame 1.8. 
+
+        self.fail() 
+
+    def todo_test_name(self):
+
+        # __doc__ (as of 2008-08-02) for pygame.key.name:
+
+          # pygame.key.name(key): return string
+          # get the name of a key identifier
+          # 
+          # Get the descriptive name of the button from a keyboard button id constant. 
+
+        self.fail() 
+
+    def todo_test_set_mods(self):
+
+        # __doc__ (as of 2008-08-02) for pygame.key.set_mods:
+
+          # pygame.key.set_mods(int): return None
+          # temporarily set which modifier keys are pressed
+          # 
+          # Create a bitmask of the modifier constants you want to impose on your program. 
+
+        self.fail() 
+
+    def todo_test_set_repeat(self):
+
+        # __doc__ (as of 2008-08-02) for pygame.key.set_repeat:
+
+          # pygame.key.set_repeat(): return None
+          # pygame.key.set_repeat(delay, interval): return None
+          # control how held keys are repeated
+          # 
+          # When the keyboard repeat is enabled, keys that are held down will
+          # generate multiple pygame.KEYDOWN events. The delay is the number of
+          # milliseconds before the first repeated pygame.KEYDOWN will be sent.
+          # After that another pygame.KEYDOWN will be sent every interval
+          # milliseconds. If no arguments are passed the key repeat is disabled.
+          # 
+          # When pygame is initialized the key repeat is disabled. 
+
+        self.fail() 
+
+if __name__ == '__main__':
+    unittest.main()