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()
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