improve GamePadTest
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e1d3ca0575
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@ -77,26 +77,58 @@ namespace ANX.Framework.TestCenter.Strukturen.Input
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class GamePadTest
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{
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static object[] twoplayer =
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static object[] playergets =
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{
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new object[]{XNAPlayerIndex.One, ANXPlayerIndex.One},
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new object[]{XNAPlayerIndex.Two, ANXPlayerIndex.Two},
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new object[]{XNAPlayerIndex.Three, ANXPlayerIndex.Three},
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new object[]{XNAPlayerIndex.Four, ANXPlayerIndex.Four},
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new object[]{ANXPlayerIndex.One,new ANXGamePadState(new Vector2(100, 100), new Vector2(100, 100), 0.5f, 0.5f, ANXButtons.A, ANXButtons.B)},
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new object[]{ANXPlayerIndex.Two,new ANXGamePadState(new Vector2(200, 200), new Vector2(100, 100), 0.5f, 0.5f, ANXButtons.A, ANXButtons.BigButton)},
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new object[]{ ANXPlayerIndex.Three, new ANXGamePadState(new Vector2(100, 100), new Vector2(100, 100), 0.5f, 0.5f, ANXButtons.A, ANXButtons.X)},
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new object[]{ ANXPlayerIndex.Four,new ANXGamePadState()},
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};
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[TestCaseSource("twoplayer")]
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public void GetState(XNAPlayerIndex xnaplayer, ANXPlayerIndex anxplayer)
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static object[] playervib =
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{
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new object[]{ANXPlayerIndex.One,0.5f,0.5f,true},
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new object[]{ANXPlayerIndex.Two,0.7f,0.5f,true},
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new object[]{ ANXPlayerIndex.Three,-0.5f,0.7f,true},
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new object[]{ ANXPlayerIndex.Four,0.5f,0.5f,false},
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};
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[TestFixtureSetUp]
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public void Setup()
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{
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AddInSystemFactory.Instance.Initialize();
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AddInSystemFactory.Instance.SetPreferredSystem(
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AddInType.InputSystem, "XInput");
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XNAGamePadState xnastate = XNAGamePad.GetState(xnaplayer);
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ANXGamePadState anxstate = ANXGamePad.GetState(anxplayer);
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AssertHelper.ConvertEquals(xnastate, anxstate, "GetState");
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AddInSystemFactory.Instance.SetPreferredSystem(AddInType.InputSystem, "Test");
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}
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[TestCaseSource("playergets")]
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public void GetState(ANXPlayerIndex anxplayer, ANXGamePadState state)
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{
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ANXGamePadState anxstate = ANXGamePad.GetState(anxplayer);
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AssertHelper.ConvertEquals(true, anxstate == state, "GetState");
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}
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[TestCaseSource("playergets")]
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public void GetState2(ANXPlayerIndex anxplayer, ANXGamePadState state)
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{
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ANXGamePadState anxstate = ANXGamePad.GetState(anxplayer, Framework.Input.GamePadDeadZone.None);
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AssertHelper.ConvertEquals(true, anxstate == state, "GetState2");
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}
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[Test]
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public void GetCapabilities()
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{
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ANX.Framework.Input.GamePadCapabilities test = new Framework.Input.GamePadCapabilities();
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AssertHelper.ConvertEquals(true, ANXGamePad.GetCapabilities(PlayerIndex.One).Equals(test), "GetCapabilities");
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}
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[TestCaseSource("playervib")]
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public void SetVibration(ANXPlayerIndex anxplayer, float left, float right, bool result)
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{
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AssertHelper.ConvertEquals(result, ANXGamePad.SetVibration(anxplayer, left, right), "SetVibration");
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}
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}
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}
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}
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@ -8,6 +8,8 @@ using System.Runtime.InteropServices;
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using ANX.Framework.NonXNA;
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using NLog;
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using ANX.Framework.NonXNA.InputSystem;
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using ANX.Framework.Input;
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using ANX.Framework;
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#endregion // Using Statements
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@ -59,26 +61,85 @@ using ANX.Framework.NonXNA.InputSystem;
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#endregion // License
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namespace ANX.InputDevices.Test
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{
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public class GamePad:IGamePad
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public class GamePad : IGamePad
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{
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public Framework.Input.GamePadCapabilities GetCapabilities(Framework.PlayerIndex playerIndex)
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public GamePadCapabilities GetCapabilities(PlayerIndex playerIndex)
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{
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throw new NotImplementedException();
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return new GamePadCapabilities();
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}
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public Framework.Input.GamePadState GetState(Framework.PlayerIndex playerIndex, out bool isConnected, out int packetNumber)
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public GamePadState GetState(PlayerIndex playerIndex, out bool isConnected, out int packetNumber)
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{
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throw new NotImplementedException();
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GamePadState gamepad;
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switch (playerIndex)
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{
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case PlayerIndex.One:
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isConnected = true;
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packetNumber = 0;
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gamepad = new GamePadState(new Vector2(100, 100), new Vector2(100, 100), 0.5f, 0.5f, Buttons.A, Buttons.B);
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break;
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case PlayerIndex.Two:
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isConnected = true;
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packetNumber = 0;
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gamepad = new GamePadState(new Vector2(200, 200), new Vector2(100, 100), 0.5f, 0.5f, Buttons.A, Buttons.BigButton);
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break;
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case PlayerIndex.Three:
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isConnected = true;
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packetNumber = 0;
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gamepad = new GamePadState(new Vector2(100, 100), new Vector2(100, 100), 0.5f, 0.5f, Buttons.A, Buttons.X);
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break;
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case PlayerIndex.Four:
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default:
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isConnected = false;
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packetNumber = 0;
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gamepad = new GamePadState();
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break;
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}
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return gamepad;
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}
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public Framework.Input.GamePadState GetState(Framework.PlayerIndex playerIndex, Framework.Input.GamePadDeadZone deadZoneMode, out bool isConnected, out int packetNumber)
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public GamePadState GetState(PlayerIndex playerIndex, GamePadDeadZone deadZoneMode, out bool isConnected, out int packetNumber)
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{
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throw new NotImplementedException();
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return this.GetState(playerIndex, out isConnected, out packetNumber);
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}
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public bool SetVibration(Framework.PlayerIndex playerIndex, float leftMotor, float rightMotor)
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public bool SetVibration(PlayerIndex playerIndex, float leftMotor, float rightMotor)
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{
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throw new NotImplementedException();
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switch (playerIndex)
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{
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case PlayerIndex.One:
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if (leftMotor == 0.5f && rightMotor == 0.5f)
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{
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return true;
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}
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return false;
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break;
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case PlayerIndex.Two:
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if (leftMotor == 0.7f && rightMotor == 0.5f)
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{
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return true;
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}
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return false;
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break;
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case PlayerIndex.Three:
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if (leftMotor == -0.5f && rightMotor == 0.7f)
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{
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return true;
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}
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return false;
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break;
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case PlayerIndex.Four:
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if (leftMotor == 0.5f && rightMotor == 0.5f)
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{
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return false;
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}
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return true;
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default:
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return false;
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break;
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}
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}
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}
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}
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