godot-xterm/addons/gut/input_factory.gd
Leroy Hopson d784b53e25
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
```
2022-07-11 09:33:00 +12:00

140 lines
4.3 KiB
GDScript

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