Comments (4)
Sometimes the key events does not correspond to the keyboard events, so I added the method check_key that verify KEYDOWN is valid. For testing purposes you can raise an KEYDOWN event by adding 'test' to the dict:
pygame.event.Event(pygame.KEYDOWN, {"key"=pygame.K_DOWN, "test"=true})
Lines 114 to 150 in 1e40ec7
from pygame-menu.
In some cases if you press a key too fast and release it the event state of pygame stills recognizes the last pressed key as pressed (the KEYUP is ignored). That bug was very common in TextInput widget
from pygame-menu.
If you want we can rename 'test' to another clearer name
from pygame-menu.
Ok for me, I understand now the reason. I will use the key test
for my custom event.
The name is ok, see in your test why you call it like that.
Thanks
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