improve GamePadTest

This commit is contained in:
SND\rene87_cp 2012-02-19 11:26:27 +00:00
parent e1d3ca0575
commit 467be0df38
2 changed files with 118 additions and 25 deletions

View File

@ -77,26 +77,58 @@ namespace ANX.Framework.TestCenter.Strukturen.Input
class GamePadTest
{
static object[] twoplayer =
static object[] playergets =
{
new object[]{XNAPlayerIndex.One, ANXPlayerIndex.One},
new object[]{XNAPlayerIndex.Two, ANXPlayerIndex.Two},
new object[]{XNAPlayerIndex.Three, ANXPlayerIndex.Three},
new object[]{XNAPlayerIndex.Four, ANXPlayerIndex.Four},
new object[]{ANXPlayerIndex.One,new ANXGamePadState(new Vector2(100, 100), new Vector2(100, 100), 0.5f, 0.5f, ANXButtons.A, ANXButtons.B)},
new object[]{ANXPlayerIndex.Two,new ANXGamePadState(new Vector2(200, 200), new Vector2(100, 100), 0.5f, 0.5f, ANXButtons.A, ANXButtons.BigButton)},
new object[]{ ANXPlayerIndex.Three, new ANXGamePadState(new Vector2(100, 100), new Vector2(100, 100), 0.5f, 0.5f, ANXButtons.A, ANXButtons.X)},
new object[]{ ANXPlayerIndex.Four,new ANXGamePadState()},
};
[TestCaseSource("twoplayer")]
public void GetState(XNAPlayerIndex xnaplayer, ANXPlayerIndex anxplayer)
static object[] playervib =
{
new object[]{ANXPlayerIndex.One,0.5f,0.5f,true},
new object[]{ANXPlayerIndex.Two,0.7f,0.5f,true},
new object[]{ ANXPlayerIndex.Three,-0.5f,0.7f,true},
new object[]{ ANXPlayerIndex.Four,0.5f,0.5f,false},
};
[TestFixtureSetUp]
public void Setup()
{
AddInSystemFactory.Instance.Initialize();
AddInSystemFactory.Instance.SetPreferredSystem(
AddInType.InputSystem, "XInput");
XNAGamePadState xnastate = XNAGamePad.GetState(xnaplayer);
ANXGamePadState anxstate = ANXGamePad.GetState(anxplayer);
AssertHelper.ConvertEquals(xnastate, anxstate, "GetState");
AddInSystemFactory.Instance.SetPreferredSystem(AddInType.InputSystem, "Test");
}
[TestCaseSource("playergets")]
public void GetState(ANXPlayerIndex anxplayer, ANXGamePadState state)
{
ANXGamePadState anxstate = ANXGamePad.GetState(anxplayer);
AssertHelper.ConvertEquals(true, anxstate == state, "GetState");
}
[TestCaseSource("playergets")]
public void GetState2(ANXPlayerIndex anxplayer, ANXGamePadState state)
{
ANXGamePadState anxstate = ANXGamePad.GetState(anxplayer, Framework.Input.GamePadDeadZone.None);
AssertHelper.ConvertEquals(true, anxstate == state, "GetState2");
}
[Test]
public void GetCapabilities()
{
ANX.Framework.Input.GamePadCapabilities test = new Framework.Input.GamePadCapabilities();
AssertHelper.ConvertEquals(true, ANXGamePad.GetCapabilities(PlayerIndex.One).Equals(test), "GetCapabilities");
}
[TestCaseSource("playervib")]
public void SetVibration(ANXPlayerIndex anxplayer, float left, float right, bool result)
{
AssertHelper.ConvertEquals(result, ANXGamePad.SetVibration(anxplayer, left, right), "SetVibration");
}
}
}
}

View File

@ -8,6 +8,8 @@ using System.Runtime.InteropServices;
using ANX.Framework.NonXNA;
using NLog;
using ANX.Framework.NonXNA.InputSystem;
using ANX.Framework.Input;
using ANX.Framework;
#endregion // Using Statements
@ -59,26 +61,85 @@ using ANX.Framework.NonXNA.InputSystem;
#endregion // License
namespace ANX.InputDevices.Test
{
public class GamePad:IGamePad
public class GamePad : IGamePad
{
public Framework.Input.GamePadCapabilities GetCapabilities(Framework.PlayerIndex playerIndex)
public GamePadCapabilities GetCapabilities(PlayerIndex playerIndex)
{
throw new NotImplementedException();
return new GamePadCapabilities();
}
public Framework.Input.GamePadState GetState(Framework.PlayerIndex playerIndex, out bool isConnected, out int packetNumber)
public GamePadState GetState(PlayerIndex playerIndex, out bool isConnected, out int packetNumber)
{
throw new NotImplementedException();
GamePadState gamepad;
switch (playerIndex)
{
case PlayerIndex.One:
isConnected = true;
packetNumber = 0;
gamepad = new GamePadState(new Vector2(100, 100), new Vector2(100, 100), 0.5f, 0.5f, Buttons.A, Buttons.B);
break;
case PlayerIndex.Two:
isConnected = true;
packetNumber = 0;
gamepad = new GamePadState(new Vector2(200, 200), new Vector2(100, 100), 0.5f, 0.5f, Buttons.A, Buttons.BigButton);
break;
case PlayerIndex.Three:
isConnected = true;
packetNumber = 0;
gamepad = new GamePadState(new Vector2(100, 100), new Vector2(100, 100), 0.5f, 0.5f, Buttons.A, Buttons.X);
break;
case PlayerIndex.Four:
default:
isConnected = false;
packetNumber = 0;
gamepad = new GamePadState();
break;
}
return gamepad;
}
public Framework.Input.GamePadState GetState(Framework.PlayerIndex playerIndex, Framework.Input.GamePadDeadZone deadZoneMode, out bool isConnected, out int packetNumber)
public GamePadState GetState(PlayerIndex playerIndex, GamePadDeadZone deadZoneMode, out bool isConnected, out int packetNumber)
{
throw new NotImplementedException();
return this.GetState(playerIndex, out isConnected, out packetNumber);
}
public bool SetVibration(Framework.PlayerIndex playerIndex, float leftMotor, float rightMotor)
public bool SetVibration(PlayerIndex playerIndex, float leftMotor, float rightMotor)
{
throw new NotImplementedException();
switch (playerIndex)
{
case PlayerIndex.One:
if (leftMotor == 0.5f && rightMotor == 0.5f)
{
return true;
}
return false;
break;
case PlayerIndex.Two:
if (leftMotor == 0.7f && rightMotor == 0.5f)
{
return true;
}
return false;
break;
case PlayerIndex.Three:
if (leftMotor == -0.5f && rightMotor == 0.7f)
{
return true;
}
return false;
break;
case PlayerIndex.Four:
if (leftMotor == 0.5f && rightMotor == 0.5f)
{
return false;
}
return true;
default:
return false;
break;
}
}
}
}