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Add GUT (CLI only) and remove gd-plug
Commit GUT directly to the git repo and remove gd-plug as it is no longer required to install GUT. Modify GUT to be used by command-line only. For example: ``` cp test/.gutconfig.ci.json .gutconfig.json godot --no-window -s addons/gut/gut_cmdln.gd ```
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52 changed files with 11394 additions and 1174 deletions
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addons/gut/input_factory.gd
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addons/gut/input_factory.gd
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# ##############################################################################
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#(G)odot (U)nit (T)est class
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#
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# ##############################################################################
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# The MIT License (MIT)
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# =====================
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#
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# Copyright (c) 2020 Tom "Butch" Wesley
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in
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# all copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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# THE SOFTWARE.
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#
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# ##############################################################################
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# Description
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# -----------
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# ##############################################################################
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# Implemented InputEvent* convenience methods
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# InputEventAction
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# InputEventKey
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# InputEventMouseButton
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# InputEventMouseMotion
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# Yet to implement InputEvents
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# InputEventJoypadButton
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# InputEventJoypadMotion
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# InputEventMagnifyGesture
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# InputEventMIDI
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# InputEventPanGesture
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# InputEventScreenDrag
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# InputEventScreenTouch
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static func _to_scancode(which):
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var key_code = which
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if typeof(key_code) == TYPE_STRING:
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key_code = key_code.to_upper().to_ascii()[0]
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return key_code
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static func new_mouse_button_event(position, global_position, pressed, button_index):
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var event = InputEventMouseButton.new()
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event.position = position
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if global_position != null:
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event.global_position = global_position
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event.pressed = pressed
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event.button_index = button_index
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return event
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static func key_up(which):
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var event = InputEventKey.new()
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event.scancode = _to_scancode(which)
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event.pressed = false
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return event
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static func key_down(which):
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var event = InputEventKey.new()
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event.scancode = _to_scancode(which)
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event.pressed = true
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return event
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static func action_up(which, strength = 1.0):
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var event = InputEventAction.new()
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event.action = which
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event.strength = strength
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return event
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static func action_down(which, strength = 1.0):
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var event = InputEventAction.new()
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event.action = which
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event.strength = strength
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event.pressed = true
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return event
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static func mouse_left_button_down(position, global_position = null):
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var event = new_mouse_button_event(position, global_position, true, BUTTON_LEFT)
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return event
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static func mouse_left_button_up(position, global_position = null):
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var event = new_mouse_button_event(position, global_position, false, BUTTON_LEFT)
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return event
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static func mouse_double_click(position, global_position = null):
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var event = new_mouse_button_event(position, global_position, false, BUTTON_LEFT)
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event.doubleclick = true
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return event
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static func mouse_right_button_down(position, global_position = null):
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var event = new_mouse_button_event(position, global_position, true, BUTTON_RIGHT)
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return event
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static func mouse_right_button_up(position, global_position = null):
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var event = new_mouse_button_event(position, global_position, false, BUTTON_RIGHT)
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return event
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static func mouse_motion(position, global_position = null):
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var event = InputEventMouseMotion.new()
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event.position = position
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if global_position != null:
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event.global_position = global_position
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return event
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static func mouse_relative_motion(offset, last_motion_event = null, speed = Vector2(0, 0)):
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var event = null
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if last_motion_event == null:
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event = mouse_motion(offset)
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event.speed = speed
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else:
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event = last_motion_event.duplicate()
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event.position += offset
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event.global_position += offset
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event.relative = offset
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event.speed = speed
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return event
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