add GamePadDPadTest
fix GamePadDPad.ToString()
This commit is contained in:
parent
81ef204e94
commit
8059966fef
@ -57,6 +57,7 @@
|
||||
<Compile Include="ContentPipeline\SystemTypesTests.cs" />
|
||||
<Compile Include="ContentPipeline\Helper\Nullable.cs" />
|
||||
<Compile Include="DataFactory.cs" />
|
||||
<Compile Include="Input\GamePadDPadTest.cs" />
|
||||
<Compile Include="IntegrationTest.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
<Compile Include="Strukturen\BoundingBoxTest.cs" />
|
||||
|
200
ANX.Framework.TestCenter/Input/GamePadDPadTest.cs
Normal file
200
ANX.Framework.TestCenter/Input/GamePadDPadTest.cs
Normal file
@ -0,0 +1,200 @@
|
||||
#region Using Statements
|
||||
using System;
|
||||
using System.IO;
|
||||
using ANX.Framework.NonXNA;
|
||||
|
||||
#endregion // Using Statements
|
||||
|
||||
using ANXGamePadDPad = ANX.Framework.Input.GamePadDPad;
|
||||
using ANXButtons = ANX.Framework.Input.Buttons;
|
||||
using ANXButtonState = ANX.Framework.Input.ButtonState;
|
||||
using XNAGamePadDPad = Microsoft.Xna.Framework.Input.GamePadDPad;
|
||||
using XNAButtons = Microsoft.Xna.Framework.Input.Buttons;
|
||||
using XNAButtonState = Microsoft.Xna.Framework.Input.ButtonState;
|
||||
using NUnit.Framework;
|
||||
|
||||
#region License
|
||||
|
||||
//
|
||||
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
|
||||
//
|
||||
// This file is released under the Ms-PL license.
|
||||
//
|
||||
//
|
||||
//
|
||||
// Microsoft Public License (Ms-PL)
|
||||
//
|
||||
// This license governs use of the accompanying software. If you use the software, you accept this license.
|
||||
// If you do not accept the license, do not use the software.
|
||||
//
|
||||
// 1.Definitions
|
||||
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
|
||||
// here as under U.S. copyright law.
|
||||
// A "contribution" is the original software, or any additions or changes to the software.
|
||||
// A "contributor" is any person that distributes its contribution under this license.
|
||||
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
|
||||
//
|
||||
// 2.Grant of Rights
|
||||
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
|
||||
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
|
||||
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
|
||||
// or any derivative works that you create.
|
||||
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
|
||||
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
|
||||
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
|
||||
// in the software or derivative works of the contribution in the software.
|
||||
//
|
||||
// 3.Conditions and Limitations
|
||||
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
|
||||
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
|
||||
// patent license from such contributor to the software ends automatically.
|
||||
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
|
||||
// notices that are present in the software.
|
||||
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
|
||||
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
|
||||
// object code form, you may only do so under a license that complies with this license.
|
||||
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
|
||||
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
|
||||
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
|
||||
// particular purpose and non-infringement.
|
||||
|
||||
#endregion // License
|
||||
|
||||
namespace ANX.Framework.TestCenter.Input
|
||||
{
|
||||
[TestFixture]
|
||||
class GamePadDPadTest
|
||||
{
|
||||
static object[] Stats16 =
|
||||
{
|
||||
new object[] { ANXButtonState.Released, ANXButtonState.Released, ANXButtonState.Released, ANXButtonState.Released, XNAButtonState.Released, XNAButtonState.Released ,XNAButtonState.Released, XNAButtonState.Released},
|
||||
new object[] { ANXButtonState.Released, ANXButtonState.Released, ANXButtonState.Released, ANXButtonState.Pressed, XNAButtonState.Released, XNAButtonState.Released ,XNAButtonState.Released, XNAButtonState.Pressed},
|
||||
new object[] { ANXButtonState.Released, ANXButtonState.Released, ANXButtonState.Pressed, ANXButtonState.Released, XNAButtonState.Released, XNAButtonState.Released ,XNAButtonState.Pressed, XNAButtonState.Released},
|
||||
new object[] { ANXButtonState.Released, ANXButtonState.Released, ANXButtonState.Pressed, ANXButtonState.Pressed, XNAButtonState.Released, XNAButtonState.Released ,XNAButtonState.Pressed, XNAButtonState.Pressed},
|
||||
new object[] { ANXButtonState.Released, ANXButtonState.Pressed, ANXButtonState.Released, ANXButtonState.Released, XNAButtonState.Released, XNAButtonState.Pressed ,XNAButtonState.Released, XNAButtonState.Released},
|
||||
new object[] { ANXButtonState.Released, ANXButtonState.Pressed, ANXButtonState.Released, ANXButtonState.Pressed, XNAButtonState.Released, XNAButtonState.Pressed ,XNAButtonState.Released, XNAButtonState.Pressed},
|
||||
new object[] { ANXButtonState.Released, ANXButtonState.Pressed, ANXButtonState.Pressed, ANXButtonState.Released, XNAButtonState.Released, XNAButtonState.Pressed ,XNAButtonState.Pressed, XNAButtonState.Released},
|
||||
new object[] { ANXButtonState.Released, ANXButtonState.Pressed, ANXButtonState.Pressed, ANXButtonState.Pressed, XNAButtonState.Released, XNAButtonState.Pressed ,XNAButtonState.Pressed, XNAButtonState.Pressed},
|
||||
new object[] { ANXButtonState.Pressed, ANXButtonState.Released, ANXButtonState.Released, ANXButtonState.Released, XNAButtonState.Pressed, XNAButtonState.Released ,XNAButtonState.Released, XNAButtonState.Released},
|
||||
new object[] { ANXButtonState.Pressed, ANXButtonState.Released, ANXButtonState.Released, ANXButtonState.Pressed, XNAButtonState.Pressed, XNAButtonState.Released ,XNAButtonState.Released, XNAButtonState.Pressed},
|
||||
new object[] { ANXButtonState.Pressed, ANXButtonState.Released, ANXButtonState.Pressed, ANXButtonState.Released, XNAButtonState.Pressed, XNAButtonState.Released ,XNAButtonState.Pressed, XNAButtonState.Released},
|
||||
new object[] { ANXButtonState.Pressed, ANXButtonState.Released, ANXButtonState.Pressed, ANXButtonState.Pressed, XNAButtonState.Pressed, XNAButtonState.Released ,XNAButtonState.Pressed, XNAButtonState.Pressed},
|
||||
new object[] { ANXButtonState.Pressed, ANXButtonState.Pressed, ANXButtonState.Released, ANXButtonState.Released, XNAButtonState.Pressed, XNAButtonState.Pressed ,XNAButtonState.Released, XNAButtonState.Released},
|
||||
new object[] { ANXButtonState.Pressed, ANXButtonState.Pressed, ANXButtonState.Released, ANXButtonState.Pressed, XNAButtonState.Pressed, XNAButtonState.Pressed ,XNAButtonState.Released, XNAButtonState.Pressed},
|
||||
new object[] { ANXButtonState.Pressed, ANXButtonState.Pressed, ANXButtonState.Pressed, ANXButtonState.Released, XNAButtonState.Pressed, XNAButtonState.Pressed ,XNAButtonState.Pressed, XNAButtonState.Released},
|
||||
new object[] { ANXButtonState.Pressed, ANXButtonState.Pressed, ANXButtonState.Pressed, ANXButtonState.Pressed, XNAButtonState.Pressed, XNAButtonState.Pressed ,XNAButtonState.Pressed, XNAButtonState.Pressed},
|
||||
};
|
||||
static object[] Stats16ANX =
|
||||
{
|
||||
new object[] { ANXButtonState.Released, ANXButtonState.Released, ANXButtonState.Released, ANXButtonState.Released, (ANXButtons)1 },
|
||||
new object[] { ANXButtonState.Released, ANXButtonState.Released, ANXButtonState.Released, ANXButtonState.Pressed, (ANXButtons)8},
|
||||
new object[] { ANXButtonState.Released, ANXButtonState.Released, ANXButtonState.Pressed, ANXButtonState.Released, (ANXButtons)4},
|
||||
new object[] { ANXButtonState.Released, ANXButtonState.Released, ANXButtonState.Pressed, ANXButtonState.Pressed, (ANXButtons)12},
|
||||
new object[] { ANXButtonState.Released, ANXButtonState.Pressed, ANXButtonState.Released, ANXButtonState.Released, (ANXButtons)2},
|
||||
new object[] { ANXButtonState.Released, ANXButtonState.Pressed, ANXButtonState.Released, ANXButtonState.Pressed, (ANXButtons)10},
|
||||
new object[] { ANXButtonState.Released, ANXButtonState.Pressed, ANXButtonState.Pressed, ANXButtonState.Released, (ANXButtons)6},
|
||||
new object[] { ANXButtonState.Released, ANXButtonState.Pressed, ANXButtonState.Pressed, ANXButtonState.Pressed, (ANXButtons)14},
|
||||
new object[] { ANXButtonState.Pressed, ANXButtonState.Released, ANXButtonState.Released, ANXButtonState.Released, (ANXButtons)1},
|
||||
new object[] { ANXButtonState.Pressed, ANXButtonState.Released, ANXButtonState.Released, ANXButtonState.Pressed, (ANXButtons)9},
|
||||
new object[] { ANXButtonState.Pressed, ANXButtonState.Released, ANXButtonState.Pressed, ANXButtonState.Released, (ANXButtons)5},
|
||||
new object[] { ANXButtonState.Pressed, ANXButtonState.Released, ANXButtonState.Pressed, ANXButtonState.Pressed, (ANXButtons)13},
|
||||
new object[] { ANXButtonState.Pressed, ANXButtonState.Pressed, ANXButtonState.Released, ANXButtonState.Released, (ANXButtons)3},
|
||||
new object[] { ANXButtonState.Pressed, ANXButtonState.Pressed, ANXButtonState.Released, ANXButtonState.Pressed, (ANXButtons)11},
|
||||
new object[] { ANXButtonState.Pressed, ANXButtonState.Pressed, ANXButtonState.Pressed, ANXButtonState.Released, (ANXButtons)7},
|
||||
new object[] { ANXButtonState.Pressed, ANXButtonState.Pressed, ANXButtonState.Pressed, ANXButtonState.Pressed, (ANXButtons)15},
|
||||
};
|
||||
|
||||
[TestCaseSource("Stats16")]
|
||||
public void Up(ANXButtonState upValue, ANXButtonState downValue, ANXButtonState leftValue, ANXButtonState rightValue, XNAButtonState upValue2, XNAButtonState downValue2, XNAButtonState leftValue2, XNAButtonState rightValue2)
|
||||
{
|
||||
ANXGamePadDPad anx = new ANXGamePadDPad(upValue, downValue, leftValue, rightValue);
|
||||
XNAGamePadDPad xna = new XNAGamePadDPad(upValue2, downValue2, leftValue2, rightValue2);
|
||||
|
||||
Assert.AreEqual(xna.Up.ToString(), anx.Up.ToString());
|
||||
}
|
||||
[TestCaseSource("Stats16")]
|
||||
public void Down(ANXButtonState upValue, ANXButtonState downValue, ANXButtonState leftValue, ANXButtonState rightValue, XNAButtonState upValue2, XNAButtonState downValue2, XNAButtonState leftValue2, XNAButtonState rightValue2)
|
||||
{
|
||||
ANXGamePadDPad anx = new ANXGamePadDPad(upValue, downValue, leftValue, rightValue);
|
||||
XNAGamePadDPad xna = new XNAGamePadDPad(upValue2, downValue2, leftValue2, rightValue2);
|
||||
|
||||
Assert.AreEqual(xna.Down.ToString(), anx.Down.ToString());
|
||||
}
|
||||
[TestCaseSource("Stats16")]
|
||||
public void Left(ANXButtonState upValue, ANXButtonState downValue, ANXButtonState leftValue, ANXButtonState rightValue, XNAButtonState upValue2, XNAButtonState downValue2, XNAButtonState leftValue2, XNAButtonState rightValue2)
|
||||
{
|
||||
ANXGamePadDPad anx = new ANXGamePadDPad(upValue, downValue, leftValue, rightValue);
|
||||
XNAGamePadDPad xna = new XNAGamePadDPad(upValue2, downValue2, leftValue2, rightValue2);
|
||||
|
||||
Assert.AreEqual(xna.Left.ToString(), anx.Left.ToString());
|
||||
}
|
||||
[TestCaseSource("Stats16")]
|
||||
public void Right(ANXButtonState upValue, ANXButtonState downValue, ANXButtonState leftValue, ANXButtonState rightValue, XNAButtonState upValue2, XNAButtonState downValue2, XNAButtonState leftValue2, XNAButtonState rightValue2)
|
||||
{
|
||||
ANXGamePadDPad anx = new ANXGamePadDPad(upValue, downValue, leftValue, rightValue);
|
||||
XNAGamePadDPad xna = new XNAGamePadDPad(upValue2, downValue2, leftValue2, rightValue2);
|
||||
|
||||
Assert.AreEqual(xna.Right.ToString(), anx.Right.ToString());
|
||||
}
|
||||
[TestCaseSource("Stats16")]
|
||||
public void ToString(ANXButtonState upValue, ANXButtonState downValue, ANXButtonState leftValue, ANXButtonState rightValue, XNAButtonState upValue2, XNAButtonState downValue2, XNAButtonState leftValue2, XNAButtonState rightValue2)
|
||||
{
|
||||
ANXGamePadDPad anx = new ANXGamePadDPad(upValue, downValue, leftValue, rightValue);
|
||||
XNAGamePadDPad xna = new XNAGamePadDPad(upValue2, downValue2, leftValue2, rightValue2);
|
||||
|
||||
if (xna.ToString() == anx.ToString())
|
||||
{
|
||||
Assert.Pass("Pass ToString");
|
||||
}
|
||||
else
|
||||
{
|
||||
Assert.Fail("Fail ToString\n" + xna.ToString() + "\n" + anx.ToString());
|
||||
}
|
||||
}
|
||||
[TestCaseSource("Stats16")]
|
||||
public void Equal(ANXButtonState upValue, ANXButtonState downValue, ANXButtonState leftValue, ANXButtonState rightValue, XNAButtonState upValue2, XNAButtonState downValue2, XNAButtonState leftValue2, XNAButtonState rightValue2)
|
||||
{
|
||||
ANXGamePadDPad anx = new ANXGamePadDPad(upValue, downValue, leftValue, rightValue);
|
||||
ANXGamePadDPad anx2 = new ANXGamePadDPad(upValue, downValue, leftValue, rightValue);
|
||||
|
||||
if (anx.Equals(anx2))
|
||||
{
|
||||
Assert.Pass("Pass Equal");
|
||||
}
|
||||
else
|
||||
{
|
||||
Assert.Fail("Fail Equal");
|
||||
}
|
||||
}
|
||||
[Test]
|
||||
public void Equal2()
|
||||
{
|
||||
ANXGamePadDPad anx = new ANXGamePadDPad(ANXButtonState.Released, ANXButtonState.Released, ANXButtonState.Released, ANXButtonState.Released);
|
||||
ANXGamePadDPad anx2 = new ANXGamePadDPad(ANXButtonState.Released, ANXButtonState.Released, ANXButtonState.Released, ANXButtonState.Pressed);
|
||||
//this test is for Codecover
|
||||
if (!anx.Equals(anx2))
|
||||
{
|
||||
Assert.Pass("Pass Equal2");
|
||||
}
|
||||
else
|
||||
{
|
||||
Assert.Fail("Fail Equal2");
|
||||
}
|
||||
}
|
||||
[TestCaseSource("Stats16")]
|
||||
public void OperatorNoEqual(ANXButtonState upValue, ANXButtonState downValue, ANXButtonState leftValue, ANXButtonState rightValue, XNAButtonState upValue2, XNAButtonState downValue2, XNAButtonState leftValue2, XNAButtonState rightValue2)
|
||||
{
|
||||
ANXGamePadDPad anx = new ANXGamePadDPad(upValue, downValue, leftValue, rightValue);
|
||||
ANXGamePadDPad anx2 = new ANXGamePadDPad(upValue, downValue, leftValue, rightValue);
|
||||
|
||||
if (!(anx != anx2))
|
||||
{
|
||||
Assert.Pass("Pass !=");
|
||||
}
|
||||
else
|
||||
{
|
||||
Assert.Fail("Fail !=");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -132,8 +132,8 @@ namespace ANX.Framework.Input
|
||||
String buttons = String.Empty;
|
||||
|
||||
buttons += this.up == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Up" : "";
|
||||
buttons += this.left == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Left" : "";
|
||||
buttons += this.down == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Down" : "";
|
||||
buttons += this.left == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Left" : "";
|
||||
buttons += this.right == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Right" : "";
|
||||
|
||||
if (String.IsNullOrEmpty(buttons))
|
||||
|
Loading…
x
Reference in New Issue
Block a user