SND\AstrorEnales_cp 5505f7dcbf - Added PlatformSystem Plugins layer
- 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...
2012-08-09 09:45:04 +00:00

93 lines
3.6 KiB
C#

#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;
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/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();
if (AddInSystemFactory.Instance.GetPreferredSystem(AddInType.InputSystem) == null)
{
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");
}
}
}