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+# ##############################################################################
+#(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