forked from datawhale/whale-town-front
- 修复 WebSocketManager/SocketIOClient 函数缩进错误 - 重命名 is_connected() 避免与 Object 基类冲突 - 修复 tscn 文件多余前导空格 - 修复测试文件 GUT 断言函数调用 - 添加 GUT 测试框架
652 lines
20 KiB
GDScript
652 lines
20 KiB
GDScript
class_name GutInputSender
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## The GutInputSender class. It sends input to places.
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##
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## [br][br]
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## GUT Wiki: [url=https://gut.readthedocs.io]https://gut.readthedocs.io[/url][br]
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## See [wiki]Mocking-Input[/wiki] for examples.
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## [br][br]
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## This class can be used to send [code]InputEvent*[/code] events to various
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## objects. It also allows you to script out a series of inputs and play
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## them back in real time. You could use it to:[br]
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## - Verify that jump height depends on how long the jump button is pressed.[br]
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## - Double tap a direction performs a dash.[br]
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## - Down, Down-Forward, Forward + punch throws a fireball.[br]
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## [br][br]
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## And much much more.
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## [br][br]
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## As of 9.3.1 you can use [code skip-lint]GutInputSender[/code] instead of [code]InputSender[/code]. It's the same thing, but [code skip-lint]GutInputSender[/code] is a [code]class_name[/code] so you may have less warnings and auto-complete will work.
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## [br][br]
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## [b]Warning[/b][br]
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## If you move the Godot window to a different monitor while tests are running it can cause input tests to fail. [url=https://github.com/bitwes/Gut/issues/643]This issue[/url] has more details.
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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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# ------------------------------------------------------------------------------
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# ------------------------------------------------------------------------------
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class InputQueueItem:
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extends Node
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var events = []
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var time_delay = null
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var frame_delay = null
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var _waited_frames = 0
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var _is_ready = false
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var _delay_started = false
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signal event_ready
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# TODO should this be done in _physics_process instead or should it be
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# configurable?
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func _physics_process(delta):
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if(frame_delay > 0 and _delay_started):
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_waited_frames += 1
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if(_waited_frames >= frame_delay):
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event_ready.emit()
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func _init(t_delay,f_delay):
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time_delay = t_delay
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frame_delay = f_delay
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_is_ready = time_delay == 0 and frame_delay == 0
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func _on_time_timeout():
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_is_ready = true
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event_ready.emit()
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func _delay_timer(t):
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return Engine.get_main_loop().root.get_tree().create_timer(t)
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func is_ready():
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return _is_ready
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func start():
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_delay_started = true
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if(time_delay > 0):
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var t = _delay_timer(time_delay)
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t.connect("timeout",Callable(self,"_on_time_timeout"))
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# ------------------------------------------------------------------------------
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# ------------------------------------------------------------------------------
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class MouseDraw:
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extends Node2D
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var down_color = Color(1, 1, 1, .25)
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var up_color = Color(0, 0, 0, .25)
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var line_color = Color(1, 0, 0)
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var disabled = true :
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get : return disabled
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set(val) :
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disabled = val
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queue_redraw()
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var _draw_at = Vector2(0, 0)
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var _b1_down = false
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var _b2_down = false
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func draw_event(event):
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if(event is InputEventMouse):
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_draw_at = event.position
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if(event is InputEventMouseButton):
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if(event.button_index == MOUSE_BUTTON_LEFT):
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_b1_down = event.pressed
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elif(event.button_index == MOUSE_BUTTON_RIGHT):
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_b2_down = event.pressed
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queue_redraw()
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func _draw_cicled_cursor():
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var r = 10
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var b1_color = up_color
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var b2_color = up_color
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if(_b1_down):
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var pos = _draw_at - (Vector2(r * 1.5, 0))
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draw_arc(pos, r / 2, 0, 360, 180, b1_color)
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if(_b2_down):
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var pos = _draw_at + (Vector2(r * 1.5, 0))
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draw_arc(pos, r / 2, 0, 360, 180, b2_color)
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draw_arc(_draw_at, r, 0, 360, 360, line_color, 1)
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draw_line(_draw_at - Vector2(0, r), _draw_at + Vector2(0, r), line_color)
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draw_line(_draw_at - Vector2(r, 0), _draw_at + Vector2(r, 0), line_color)
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func _draw_square_cursor():
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var r = 10
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var b1_color = up_color
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var b2_color = up_color
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if(_b1_down):
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b1_color = down_color
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if(_b2_down):
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b2_color = down_color
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var blen = r * .75
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# left button rectangle
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draw_rect(Rect2(_draw_at - Vector2(blen, blen), Vector2(blen, blen * 2)), b1_color)
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# right button rectrangle
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draw_rect(Rect2(_draw_at - Vector2(0, blen), Vector2(blen, blen * 2)), b2_color)
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# Crosshair
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draw_line(_draw_at - Vector2(0, r), _draw_at + Vector2(0, r), line_color)
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draw_line(_draw_at - Vector2(r, 0), _draw_at + Vector2(r, 0), line_color)
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func _draw():
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if(disabled):
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return
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_draw_square_cursor()
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# ##############################################################################
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#
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# ##############################################################################
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## Local reference to the GutInputFactory static class
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const INPUT_WARN = 'If using Input as a reciever it will not respond to *_down events until a *_up event is recieved. Call the appropriate *_up event or use hold_for(...) to automatically release after some duration.'
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var _lgr = GutUtils.get_logger()
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var _receivers = []
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var _input_queue = []
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var _next_queue_item = null
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# used by hold_for and echo.
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var _last_event = null
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# indexed by keycode, each entry contains a boolean value indicating the
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# last emitted "pressed" value for that keycode.
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var _pressed_keys = {}
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var _pressed_actions = {}
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var _pressed_mouse_buttons = {}
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var _auto_flush_input = false
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var _tree_items_parent = null
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var _mouse_draw = null;
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var _default_mouse_position = {
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position = Vector2(0, 0),
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global_position = Vector2(0, 0)
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}
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var _last_mouse_position = {
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}
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## Warp mouse when sending InputEventMouse* events
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var mouse_warp = false
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## Draw mouse position cross hairs. Useful to see where the mouse is at
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## when not using [member mouse_warp]
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var draw_mouse = true
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## Emitted when all events in the input queue have been sent.
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signal idle
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## Accepts a single optional receiver.
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func _init(r=null):
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if(r != null):
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add_receiver(r)
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_last_mouse_position = _default_mouse_position.duplicate()
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_tree_items_parent = Node.new()
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Engine.get_main_loop().root.add_child(_tree_items_parent)
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_mouse_draw = MouseDraw.new()
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_tree_items_parent.add_child(_mouse_draw)
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_mouse_draw.disabled = false
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func _notification(what):
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if(what == NOTIFICATION_PREDELETE):
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if(is_instance_valid(_tree_items_parent)):
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_tree_items_parent.queue_free()
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func _add_queue_item(item):
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item.connect("event_ready", _on_queue_item_ready.bind(item))
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_next_queue_item = item
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_input_queue.append(item)
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_tree_items_parent.add_child(item)
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if(_input_queue.size() == 1):
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item.start()
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func _handle_pressed_keys(event):
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if(event is InputEventKey):
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if((event.pressed and !event.echo) and is_key_pressed(event.keycode)):
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_lgr.warn(str("InputSender: key_down called for ", event.as_text(), " when that key is already pressed. ", INPUT_WARN))
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_pressed_keys[event.keycode] = event.pressed
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elif(event is InputEventAction):
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if(event.pressed and is_action_pressed(event.action)):
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_lgr.warn(str("InputSender: action_down called for ", event.action, " when that action is already pressed. ", INPUT_WARN))
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_pressed_actions[event.action] = event.pressed
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elif(event is InputEventMouseButton):
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if(event.pressed and is_mouse_button_pressed(event.button_index)):
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_lgr.warn(str("InputSender: mouse_button_down called for ", event.button_index, " when that mouse button is already pressed. ", INPUT_WARN))
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_pressed_mouse_buttons[event.button_index] = event
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func _handle_mouse_position(event):
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if(event is InputEventMouse):
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_mouse_draw.disabled = !draw_mouse
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_mouse_draw.draw_event(event)
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if(mouse_warp):
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DisplayServer.warp_mouse(event.position)
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func _send_event(event):
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_handle_mouse_position(event)
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_handle_pressed_keys(event)
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for r in _receivers:
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if(r == Input):
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Input.parse_input_event(event)
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if(event is InputEventAction):
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if(event.pressed):
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Input.action_press(event.action)
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else:
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Input.action_release(event.action)
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if(_auto_flush_input):
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Input.flush_buffered_events()
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else:
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if(r.has_method(&"_input")):
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r._input(event)
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if(r.has_signal(&"gui_input")):
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r.gui_input.emit(event)
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if(r.has_method(&"_gui_input")):
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r._gui_input(event)
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if(r.has_method(&"_unhandled_input")):
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r._unhandled_input(event)
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func _send_or_record_event(event):
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_last_event = event
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if(_next_queue_item != null):
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_next_queue_item.events.append(event)
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else:
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_send_event(event)
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func _set_last_mouse_positions(event : InputEventMouse):
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_last_mouse_position.position = event.position
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_last_mouse_position.global_position = event.global_position
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func _apply_last_position_and_set_last_position(event, position, global_position):
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event.position = GutUtils.nvl(position, _last_mouse_position.position)
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event.global_position = GutUtils.nvl(
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global_position, _last_mouse_position.global_position)
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_set_last_mouse_positions(event)
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func _new_defaulted_mouse_button_event(position, global_position):
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var event = InputEventMouseButton.new()
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_apply_last_position_and_set_last_position(event, position, global_position)
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return event
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func _new_defaulted_mouse_motion_event(position, global_position):
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var event = InputEventMouseMotion.new()
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_apply_last_position_and_set_last_position(event, position, global_position)
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for key in _pressed_mouse_buttons:
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if(_pressed_mouse_buttons[key].pressed):
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event.button_mask += key
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return event
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# ------------------------------
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# Events
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# ------------------------------
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func _on_queue_item_ready(item):
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for event in item.events:
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_send_event(event)
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var done_event = _input_queue.pop_front()
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done_event.queue_free()
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if(_input_queue.size() == 0):
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_next_queue_item = null
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idle.emit()
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else:
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_input_queue[0].start()
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# ------------------------------
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# Public
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# ------------------------------
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## Add an object to receive input events.
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func add_receiver(obj):
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_receivers.append(obj)
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## Returns the receivers that have been added.
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func get_receivers():
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return _receivers
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## Returns true if the input queue has items to be processed, false if not.
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func is_idle():
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return _input_queue.size() == 0
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func is_key_pressed(which):
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var event = GutInputFactory.key_up(which)
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return _pressed_keys.has(event.keycode) and _pressed_keys[event.keycode]
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func is_action_pressed(which):
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return _pressed_actions.has(which) and _pressed_actions[which]
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func is_mouse_button_pressed(which):
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return _pressed_mouse_buttons.has(which) and _pressed_mouse_buttons[which].pressed
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## Get the value of [method set_auto_flush_input].
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func get_auto_flush_input():
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return _auto_flush_input
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## Enable/Disable auto flushing of input. When enabled the [GutInputSender]
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## will call [code]Input.flush_buffered_events[/code] after each event is sent.
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## See the "use_accumulated_input" section in [wiki]Mocking-Input[/wiki] for more
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## information.
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func set_auto_flush_input(val):
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_auto_flush_input = val
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## Adds a delay between the last input queue item added and any queue item added
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## next. By default this will wait [param t] seconds. You can specify a
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## number of frames to wait by passing a string composed of a number and "f".
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## For example [code]wait("5f")[/code] will wait 5 frames.
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func wait(t):
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if(typeof(t) == TYPE_STRING):
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var suffix = t.substr(t.length() -1, 1)
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var val = t.rstrip('s').rstrip('f').to_float()
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if(suffix.to_lower() == 's'):
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wait_secs(val)
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elif(suffix.to_lower() == 'f'):
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wait_frames(val)
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else:
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wait_secs(t)
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return self
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## Clears the input queue and any state such as the last event sent and any
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## pressed actions/buttons. Does not clear the list of receivers.
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## [br][br]
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## This should be done between each test when the [GutInputSender] is a class
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## level variable so that state does not leak between tests.
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func clear():
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_last_event = null
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_next_queue_item = null
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for item in _input_queue:
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item.free()
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_input_queue.clear()
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_pressed_keys.clear()
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_pressed_actions.clear()
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_pressed_mouse_buttons.clear()
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_last_mouse_position = _default_mouse_position.duplicate()
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# ------------------------------
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# Event methods
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# ------------------------------
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## Sends a [InputEventKey] event with [code]pressed = false[/code]. [param which] can be a character or a [code]KEY_*[/code] constant.
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func key_up(which):
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var event = GutInputFactory.key_up(which)
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_send_or_record_event(event)
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return self
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## Sends a [InputEventKey] event with [code]pressed = true[/code]. [param which] can be a character or a [code]KEY_*[/code] constant.
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func key_down(which):
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var event = GutInputFactory.key_down(which)
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_send_or_record_event(event)
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return self
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## Sends an echo [InputEventKey] event of the last key event.
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func key_echo():
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if(_last_event != null and _last_event is InputEventKey):
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var new_key = _last_event.duplicate()
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new_key.echo = true
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_send_or_record_event(new_key)
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return self
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## Sends a "action up" [InputEventAction] instance. [param which] is the name of the action defined in the Key Map.
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func action_up(which, strength=1.0):
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var event = GutInputFactory.action_up(which, strength)
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_send_or_record_event(event)
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return self
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## Sends a "action down" [InputEventAction] instance. [param which] is the name of the action defined in the Key Map.
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func action_down(which, strength=1.0):
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var event = GutInputFactory.action_down(which, strength)
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_send_or_record_event(event)
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return self
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## Sends a "button down" [InputEventMouseButton] for the left mouse button.
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func mouse_left_button_down(position=null, global_position=null):
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var event = _new_defaulted_mouse_button_event(position, global_position)
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event.pressed = true
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event.button_index = MOUSE_BUTTON_LEFT
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_send_or_record_event(event)
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return self
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## Sends a "button up" [InputEventMouseButton] for the left mouse button.
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func mouse_left_button_up(position=null, global_position=null):
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var event = _new_defaulted_mouse_button_event(position, global_position)
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event.pressed = false
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event.button_index = MOUSE_BUTTON_LEFT
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_send_or_record_event(event)
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return self
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## Sends a "double click" [InputEventMouseButton] for the left mouse button.
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func mouse_double_click(position=null, global_position=null):
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var event = GutInputFactory.mouse_double_click(position, global_position)
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event.double_click = true
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_send_or_record_event(event)
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return self
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## Sends a "button down" [InputEventMouseButton] for the right mouse button.
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func mouse_right_button_down(position=null, global_position=null):
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var event = _new_defaulted_mouse_button_event(position, global_position)
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event.pressed = true
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event.button_index = MOUSE_BUTTON_RIGHT
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_send_or_record_event(event)
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return self
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## Sends a "button up" [InputEventMouseButton] for the right mouse button.
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func mouse_right_button_up(position=null, global_position=null):
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var event = _new_defaulted_mouse_button_event(position, global_position)
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event.pressed = false
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event.button_index = MOUSE_BUTTON_RIGHT
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_send_or_record_event(event)
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return self
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## Sends a [InputEventMouseMotion] to move the mouse the specified positions.
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func mouse_motion(position, global_position=null):
|
|
var event = _new_defaulted_mouse_motion_event(position, global_position)
|
|
_send_or_record_event(event)
|
|
return self
|
|
|
|
|
|
## Sends a [InputEventMouseMotion] that moves the mouse [param offset]
|
|
## from the last [method mouse_motion] or [method mouse_set_position] call.
|
|
func mouse_relative_motion(offset, speed=Vector2(0, 0)):
|
|
var last_event = _new_defaulted_mouse_motion_event(null, null)
|
|
var event = GutInputFactory.mouse_relative_motion(offset, last_event, speed)
|
|
_set_last_mouse_positions(event)
|
|
_send_or_record_event(event)
|
|
return self
|
|
|
|
|
|
## Sets the mouse's position. This does not send an event. This position will
|
|
## be used for the next call to [method mouse_relative_motion].
|
|
func mouse_set_position(position, global_position=null):
|
|
var event = _new_defaulted_mouse_motion_event(position, global_position)
|
|
return self
|
|
|
|
|
|
## Performs a left click at the given position.
|
|
func mouse_left_click_at(where, duration = '5f'):
|
|
wait_frames(1)
|
|
mouse_left_button_down(where)
|
|
hold_for(duration)
|
|
wait_frames(10)
|
|
return self
|
|
|
|
|
|
## Create your own event and use this to send it to all receivers.
|
|
func send_event(event):
|
|
_send_or_record_event(event)
|
|
return self
|
|
|
|
|
|
## Releases all [InputEventKey], [InputEventAction], and [InputEventMouseButton]
|
|
## events that have passed through this instance. These events could have been
|
|
## generated via the various [code]_down[/code] methods or passed to
|
|
## [method send_event].
|
|
## [br][br]
|
|
## This will send the "release" event ([code]pressed = false[/code]) to all
|
|
## receivers. This should be done between each test when using `Input` as a
|
|
## receiver.
|
|
func release_all():
|
|
for key in _pressed_keys:
|
|
if(_pressed_keys[key]):
|
|
_send_event(GutInputFactory.key_up(key))
|
|
_pressed_keys.clear()
|
|
|
|
for key in _pressed_actions:
|
|
if(_pressed_actions[key]):
|
|
_send_event(GutInputFactory.action_up(key))
|
|
_pressed_actions.clear()
|
|
|
|
for key in _pressed_mouse_buttons:
|
|
var event = _pressed_mouse_buttons[key].duplicate()
|
|
if(event.pressed):
|
|
event.pressed = false
|
|
_send_event(event)
|
|
_pressed_mouse_buttons.clear()
|
|
|
|
return self
|
|
|
|
## Same as [method wait] but only accepts a number of frames to wait.
|
|
func wait_frames(num_frames):
|
|
var item = InputQueueItem.new(0, num_frames)
|
|
_add_queue_item(item)
|
|
return self
|
|
|
|
|
|
## Same as [method wait] but only accepts a number of seconds to wait.
|
|
func wait_secs(num_secs):
|
|
var item = InputQueueItem.new(num_secs, 0)
|
|
_add_queue_item(item)
|
|
return self
|
|
|
|
|
|
## This is a special [method wait] that will emit the previous input queue item
|
|
## with [code]pressed = false[/code] after a delay. If you pass a number then
|
|
## it will wait that many seconds. You can also use the `"4f"` format to wait
|
|
## a specific number of frames.
|
|
## [br][br]
|
|
## For example [code]sender.action_down('jump').hold_for("10f")[/code] will
|
|
## cause two [InputEventAction] instances to be sent. The "jump-down" event
|
|
## from [method action_down] and then a "jump-up" event after 10 frames.
|
|
func hold_for(duration):
|
|
if(_last_event != null and _last_event.pressed):
|
|
var next_event = _last_event.duplicate()
|
|
next_event.pressed = false
|
|
|
|
wait(duration)
|
|
send_event(next_event)
|
|
return self
|
|
|
|
|
|
## Same as [method hold_for] but specifically holds for a number of physics
|
|
## frames.
|
|
func hold_frames(duration:int):
|
|
return hold_for(str(duration, 'f'))
|
|
|
|
|
|
## Same as [method hold_for] but specifically holds for a number of seconds.
|
|
func hold_seconds(duration:float):
|
|
return hold_for(duration)
|
|
|
|
|
|
# ##############################################################################
|
|
#(G)odot (U)nit (T)est class
|
|
#
|
|
# ##############################################################################
|
|
# The MIT License (MIT)
|
|
# =====================
|
|
#
|
|
# Copyright (c) 2025 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
|
|
# -----------
|
|
# This class sends input to one or more recievers. The receivers' _input,
|
|
# _unhandled_input, and _gui_input are called sending InputEvent* events.
|
|
# InputEvents can be sent via the helper methods or a custom made InputEvent
|
|
# can be sent via send_event(...)
|
|
#
|
|
# ##############################################################################
|