- Started Windows, Metro and Linux Platform-Plugins - Moved the RecordingSample to the Samples folder - Started two samples for using the graphics device in a WinForms and Wpf Editor - Refactorings in the AddIn-System - Moved the Window initialization-code to the Platform modules - Changed the License text in all code files which is now way smaller - Started ProjectConverter tool which converts all the projects and solution to the target configuration - Changed the SupportedPlatform names in the Resource files - Changed the WIN8 define to WINDOWSMETRO which is actually meant - Removed NLog and started our own Logger class - Many more stuff...
93 lines
3.6 KiB
C#
93 lines
3.6 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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// This file is part of the ANX.Framework created by the
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// "ANX.Framework developer group" and released under the Ms-PL license.
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// For details see: http://anxframework.codeplex.com/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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if (AddInSystemFactory.Instance.GetPreferredSystem(AddInType.InputSystem) == null)
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{
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AddInSystemFactory.Instance.SetPreferredSystem(AddInType.InputSystem, "Test");
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}
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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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} |