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import unittest
import pygame
import pygame._sdl2.controller as controller
from pygame.tests.test_utils import prompt, question
class ControllerModuleTest(unittest.TestCase):
def setUp(self):
controller.init()
def tearDown(self):
controller.quit()
def test_init(self):
controller.quit()
controller.init()
self.assertTrue(controller.get_init())
def test_init__multiple(self):
controller.init()
controller.init()
self.assertTrue(controller.get_init())
def test_quit(self):
controller.quit()
self.assertFalse(controller.get_init())
def test_quit__multiple(self):
controller.quit()
controller.quit()
self.assertFalse(controller.get_init())
def test_get_init(self):
self.assertTrue(controller.get_init())
def test_get_eventstate(self):
controller.set_eventstate(True)
self.assertTrue(controller.get_eventstate())
controller.set_eventstate(False)
self.assertFalse(controller.get_eventstate())
controller.set_eventstate(True)
def test_get_count(self):
self.assertGreaterEqual(controller.get_count(), 0)
def test_is_controller(self):
for i in range(controller.get_count()):
if controller.is_controller(i):
c = controller.Controller(i)
self.assertIsInstance(c, controller.Controller)
c.quit()
else:
with self.assertRaises(pygame._sdl2.sdl2.error):
c = controller.Controller(i)
with self.assertRaises(TypeError):
controller.is_controller("Test")
def test_name_forindex(self):
self.assertIsNone(controller.name_forindex(-1))
class ControllerTypeTest(unittest.TestCase):
def setUp(self):
controller.init()
def tearDown(self):
controller.quit()
def _get_first_controller(self):
for i in range(controller.get_count()):
if controller.is_controller(i):
return controller.Controller(i)
def test_construction(self):
c = self._get_first_controller()
if c:
self.assertIsInstance(c, controller.Controller)
else:
self.skipTest("No controller connected")
def test__auto_init(self):
c = self._get_first_controller()
if c:
self.assertTrue(c.get_init())
else:
self.skipTest("No controller connected")
def test_get_init(self):
c = self._get_first_controller()
if c:
self.assertTrue(c.get_init())
c.quit()
self.assertFalse(c.get_init())
else:
self.skipTest("No controller connected")
def test_from_joystick(self):
for i in range(controller.get_count()):
if controller.is_controller(i):
joy = pygame.joystick.Joystick(i)
break
else:
self.skipTest("No controller connected")
c = controller.Controller.from_joystick(joy)
self.assertIsInstance(c, controller.Controller)
def test_as_joystick(self):
c = self._get_first_controller()
if c:
joy = c.as_joystick()
self.assertIsInstance(joy, type(pygame.joystick.Joystick(0)))
else:
self.skipTest("No controller connected")
def test_get_mapping(self):
c = self._get_first_controller()
if c:
mapping = c.get_mapping()
self.assertIsInstance(mapping, dict)
self.assertIsNotNone(mapping["a"])
else:
self.skipTest("No controller connected")
def test_set_mapping(self):
c = self._get_first_controller()
if c:
mapping = c.get_mapping()
mapping["a"] = "b3"
mapping["y"] = "b0"
c.set_mapping(mapping)
new_mapping = c.get_mapping()
self.assertEqual(len(mapping), len(new_mapping))
for i in mapping:
if mapping[i] not in ("a", "y"):
self.assertEqual(mapping[i], new_mapping[i])
else:
if i == "a":
self.assertEqual(new_mapping[i], mapping["y"])
else:
self.assertEqual(new_mapping[i], mapping["a"])
else:
self.skipTest("No controller connected")
class ControllerInteractiveTest(unittest.TestCase):
__tags__ = ["interactive"]
def _get_first_controller(self):
for i in range(controller.get_count()):
if controller.is_controller(i):
return controller.Controller(i)
def setUp(self):
controller.init()
def tearDown(self):
controller.quit()
def test__get_count_interactive(self):
prompt(
"Please connect at least one controller "
"before the test for controller.get_count() starts"
)
# Reset the number of joysticks counted
controller.quit()
controller.init()
joystick_num = controller.get_count()
ans = question(
"get_count() thinks there are {} joysticks "
"connected. Is that correct?".format(joystick_num)
)
self.assertTrue(ans)
def test_set_eventstate_on_interactive(self):
c = self._get_first_controller()
if not c:
self.skipTest("No controller connected")
pygame.display.init()
pygame.font.init()
screen = pygame.display.set_mode((400, 400))
font = pygame.font.Font(None, 20)
running = True
screen.fill((255, 255, 255))
screen.blit(
font.render("Press button 'x' (on ps4) or 'a' (on xbox).", True, (0, 0, 0)),
(0, 0),
)
pygame.display.update()
controller.set_eventstate(True)
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.CONTROLLERBUTTONDOWN:
running = False
pygame.display.quit()
pygame.font.quit()
def test_set_eventstate_off_interactive(self):
c = self._get_first_controller()
if not c:
self.skipTest("No controller connected")
pygame.display.init()
pygame.font.init()
screen = pygame.display.set_mode((400, 400))
font = pygame.font.Font(None, 20)
running = True
screen.fill((255, 255, 255))
screen.blit(
font.render("Press button 'x' (on ps4) or 'a' (on xbox).", True, (0, 0, 0)),
(0, 0),
)
pygame.display.update()
controller.set_eventstate(False)
while running:
for event in pygame.event.get(pygame.QUIT):
if event:
running = False
if c.get_button(pygame.CONTROLLER_BUTTON_A):
if pygame.event.peek(pygame.CONTROLLERBUTTONDOWN):
pygame.display.quit()
pygame.font.quit()
self.fail()
else:
running = False
pygame.display.quit()
pygame.font.quit()
def test_get_button_interactive(self):
c = self._get_first_controller()
if not c:
self.skipTest("No controller connected")
pygame.display.init()
pygame.font.init()
screen = pygame.display.set_mode((400, 400))
font = pygame.font.Font(None, 20)
running = True
label1 = font.render(
"Press button 'x' (on ps4) or 'a' (on xbox).", True, (0, 0, 0)
)
label2 = font.render(
'The two values should match up. Press "y" or "n" to confirm.',
True,
(0, 0, 0),
)
is_pressed = [False, False] # event, get_button()
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.CONTROLLERBUTTONDOWN and event.button == 0:
is_pressed[0] = True
if event.type == pygame.CONTROLLERBUTTONUP and event.button == 0:
is_pressed[0] = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_y:
running = False
if event.key == pygame.K_n:
running = False
pygame.display.quit()
pygame.font.quit()
self.fail()
is_pressed[1] = c.get_button(pygame.CONTROLLER_BUTTON_A)
screen.fill((255, 255, 255))
screen.blit(label1, (0, 0))
screen.blit(label2, (0, 20))
screen.blit(font.render(str(is_pressed), True, (0, 0, 0)), (0, 40))
pygame.display.update()
pygame.display.quit()
pygame.font.quit()
def test_get_axis_interactive(self):
c = self._get_first_controller()
if not c:
self.skipTest("No controller connected")
pygame.display.init()
pygame.font.init()
screen = pygame.display.set_mode((400, 400))
font = pygame.font.Font(None, 20)
running = True
label1 = font.render(
"Press down the right trigger. The value on-screen should", True, (0, 0, 0)
)
label2 = font.render(
"indicate how far the trigger is pressed down. This value should",
True,
(0, 0, 0),
)
label3 = font.render(
'be in the range of 0-32767. Press "y" or "n" to confirm.', True, (0, 0, 0)
)
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_y:
running = False
if event.key == pygame.K_n:
running = False
pygame.display.quit()
pygame.font.quit()
self.fail()
right_trigger = c.get_axis(pygame.CONTROLLER_AXIS_TRIGGERRIGHT)
screen.fill((255, 255, 255))
screen.blit(label1, (0, 0))
screen.blit(label2, (0, 20))
screen.blit(label3, (0, 40))
screen.blit(font.render(str(right_trigger), True, (0, 0, 0)), (0, 60))
pygame.display.update()
pygame.display.quit()
pygame.font.quit()
if __name__ == "__main__":
unittest.main()
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