#region Using Statements using System; using System.IO; using ANX.Framework.NonXNA; using NUnit.Framework; #endregion // Using Statements using XNAGamePad = Microsoft.Xna.Framework.Input.GamePad; using ANXGamePad = ANX.Framework.Input.GamePad; using XNAGamePadState = Microsoft.Xna.Framework.Input.GamePadState; using ANXGamePadState = ANX.Framework.Input.GamePadState; using XNAGamePadDPad = Microsoft.Xna.Framework.Input.GamePadDPad; using ANXGamePadDPad = ANX.Framework.Input.GamePadDPad; using ANXButtons = ANX.Framework.Input.Buttons; using XNAButtons = Microsoft.Xna.Framework.Input.Buttons; using XNAButtonState = Microsoft.Xna.Framework.Input.ButtonState; using ANXButtonState = ANX.Framework.Input.ButtonState; using XNAPlayerIndex = Microsoft.Xna.Framework.PlayerIndex; using ANXPlayerIndex = ANX.Framework.PlayerIndex; #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.Strukturen.Input { [TestFixture] class GamePadTest { static object[] playergets = { 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()}, }; 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, "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"); } } }