134 lines
6.3 KiB
C#
134 lines
6.3 KiB
C#
#region Using Statements
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using System;
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using System.IO;
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using ANX.Framework.NonXNA;
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using NUnit.Framework;
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#endregion // Using Statements
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using XNAGamePad = Microsoft.Xna.Framework.Input.GamePad;
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using ANXGamePad = ANX.Framework.Input.GamePad;
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using XNAGamePadState = Microsoft.Xna.Framework.Input.GamePadState;
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using ANXGamePadState = ANX.Framework.Input.GamePadState;
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using XNAGamePadDPad = Microsoft.Xna.Framework.Input.GamePadDPad;
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using ANXGamePadDPad = ANX.Framework.Input.GamePadDPad;
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using ANXButtons = ANX.Framework.Input.Buttons;
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using XNAButtons = Microsoft.Xna.Framework.Input.Buttons;
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using XNAButtonState = Microsoft.Xna.Framework.Input.ButtonState;
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using ANXButtonState = ANX.Framework.Input.ButtonState;
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using XNAPlayerIndex = Microsoft.Xna.Framework.PlayerIndex;
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using ANXPlayerIndex = ANX.Framework.PlayerIndex;
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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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#endregion // License
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namespace ANX.Framework.TestCenter.Strukturen.Input
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{
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[TestFixture]
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class GamePadTest
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{
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static object[] playergets =
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{
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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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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(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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} |