Esempio n. 1
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        public void KeyboardButtonsTheory(Keys[] keys, Keys key, bool expected)
        {
            KeyboardState state = new KeyboardState(keys);

            string actionName = "Action" + _counter++;

            InputManager.CreateAction(actionName, key);

            InputManager.KeyboardState = state;
            InputManager.ActionUpdate();

            Assert.Equal(expected, InputManager.GetDown(actionName));
        }
Esempio n. 2
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        public void MouseButtonsTheory(ButtonState leftButton, ButtonState middleButton, ButtonState rightButton, ButtonState xButton1, ButtonState xButton2, MouseButton mouseButton, bool expected)
        {
            MouseState state = new MouseState(0, 0, 0, leftButton, middleButton, rightButton, xButton1, xButton2);

            string actionName = "Action" + _counter++;

            InputManager.CreateAction(actionName, mouseButton);

            InputManager.MouseState = state;
            InputManager.ActionUpdate();

            Assert.Equal(expected, InputManager.GetDown(actionName));
        }
Esempio n. 3
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        public void GamePadButtonsTheory(Buttons[] buttons, Buttons gamePadButton, bool expected)
        {
            GamePadState state = new GamePadState(Vector2.Zero, Vector2.Zero, 0, 0, buttons);

            string actionName = "Action" + _counter++;

            InputManager.CreateAction(actionName, PlayerIndex.One, gamePadButton);

            InputManager.GamePadStates = new GamePadState[] { state };
            InputManager.ActionUpdate();

            Assert.Equal(expected, InputManager.GetDown(actionName));
        }
Esempio n. 4
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        public void KeyboardAxesTheoty(Keys[] keys, Keys left, Keys right, float expected)
        {
            KeyboardState state = new KeyboardState(keys);

            InputManager.KeyboardState = state;

            string actionName = "Action" + _counter++;

            InputManager.CreateAction(actionName, left, right);
            InputManager.ActionUpdate();

            Assert.Equal(expected, InputManager.GetAxis(actionName));
        }
Esempio n. 5
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        public void GamePadAxesTheory(float leftThumbSticksX, float leftThumbSticksY, float rightThumbSticksX, float rightThumbSticksY, float leftTrigger, float rightTrigger, GamePadAxes gamePadAxes, float expected)
        {
            GamePadState state = new GamePadState(
                new Vector2(leftThumbSticksX, leftThumbSticksY), new Vector2(rightThumbSticksX, rightThumbSticksY),
                leftTrigger, rightTrigger,
                new Buttons[0]);

            string actionName = "Action" + _counter++;

            InputManager.CreateAction(actionName, PlayerIndex.One, gamePadAxes);

            InputManager.GamePadStates = new GamePadState[] { state };
            InputManager.ActionUpdate();


            Assert.Equal(expected, InputManager.GetAxis(actionName));
        }
Esempio n. 6
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        public void MouseAxesTheory(int x, int prevX, int y, int prevY, int scrollWheel, int prevScrollWheel, int horizontalScrollWheel, int prevHorizontalScrollWheel, MouseAxes mouseAxes)
        {
            MouseState state     = new MouseState(x, y, scrollWheel, ButtonState.Released, ButtonState.Released, ButtonState.Released, ButtonState.Released, ButtonState.Released, horizontalScrollWheel);
            MouseState prevState = new MouseState(prevX, prevY, prevScrollWheel, ButtonState.Released, ButtonState.Released, ButtonState.Released, ButtonState.Released, ButtonState.Released, prevHorizontalScrollWheel);

            string actionName = "Action" + _counter++;

            InputManager.CreateAction(actionName, mouseAxes);

            InputManager.PrevMouseState = prevState;
            InputManager.MouseState     = state;
            InputManager.ActionUpdate();

            float expected = 0;

            switch (mouseAxes)
            {
            case MouseAxes.Horizontal:
                expected = MathHelper.Clamp((x - prevX) * InputManager.MOUSE_MODIFIER, -1, 1);
                break;

            case MouseAxes.Vertical:
                expected = MathHelper.Clamp((y - prevY) * InputManager.MOUSE_MODIFIER, -1, 1);
                break;

            case MouseAxes.ScrollWheel:
                expected = MathHelper.Clamp((scrollWheel - prevScrollWheel) * InputManager.MOUSE_MODIFIER, -1, 1);
                break;

            case MouseAxes.HorizontalScrollWheel:
                expected = MathHelper.Clamp((horizontalScrollWheel - prevHorizontalScrollWheel) * InputManager.MOUSE_MODIFIER, -1, 1);
                break;
            }

            Assert.Equal(expected, InputManager.GetAxis(actionName), 4);
        }