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import sys
import pytest
import sdl2
from sdl2 import (
SDL_Init, SDL_Quit, SDL_ClearError, SDL_GetError,
SDL_FALSE, SDL_TRUE, SDL_IGNORE, SDL_ENABLE, SDL_QUERY
)
from sdl2 import joystick
from .conftest import _check_error_msg
# Get status of gamepad support/availability before running tests
SDL_ClearError()
ret = SDL_Init(sdl2.SDL_INIT_GAMECONTROLLER)
gamepad_works = ret == 0
SDL_Quit()
pytestmark = pytest.mark.skipif(not gamepad_works, reason="system unsupported")
gamepad_types = [
sdl2.SDL_CONTROLLER_TYPE_UNKNOWN,
sdl2.SDL_CONTROLLER_TYPE_XBOX360,
sdl2.SDL_CONTROLLER_TYPE_XBOXONE,
sdl2.SDL_CONTROLLER_TYPE_PS3,
sdl2.SDL_CONTROLLER_TYPE_PS4,
sdl2.SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO,
sdl2.SDL_CONTROLLER_TYPE_VIRTUAL,
sdl2.SDL_CONTROLLER_TYPE_PS5,
sdl2.SDL_CONTROLLER_TYPE_AMAZON_LUNA,
sdl2.SDL_CONTROLLER_TYPE_GOOGLE_STADIA,
]
# Overrides global fixture with one that initializes the joystick system
@pytest.fixture(scope="module")
def with_sdl():
sdl2.SDL_ClearError()
sdl2.SDL_SetHint(b"SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS", b"1")
ret = sdl2.SDL_Init(sdl2.SDL_INIT_VIDEO | sdl2.SDL_INIT_GAMECONTROLLER)
assert ret == 0, _check_error_msg()
# Also initialize a virtual joystick (if supported)
if sdl2.dll.version >= 2014:
virt_type = joystick.SDL_JOYSTICK_TYPE_GAMECONTROLLER
virt_index = joystick.SDL_JoystickAttachVirtual(virt_type, 2, 4, 1)
yield
sdl2.SDL_Quit()
@pytest.fixture()
def gamepads(with_sdl):
devices = []
count = joystick.SDL_NumJoysticks()
for i in range(count):
if sdl2.SDL_IsGameController(i) == SDL_TRUE:
pad = sdl2.SDL_GameControllerOpen(i)
assert pad, _check_error_msg()
assert isinstance(pad.contents, sdl2.SDL_GameController)
devices.append(pad)
yield devices
for pad in devices:
sdl2.SDL_GameControllerClose(pad)
def is_virtual(pad):
stick = sdl2.SDL_GameControllerGetJoystick(pad)
name = joystick.SDL_JoystickName(stick)
return b"Virtual " in name
# Test if SDL_GameControllerMappingForGUID is able to be tested
if sys.version_info >= (3, 8, 0) or sdl2.dll.version >= 2006:
has_mapping_for_guid = True
else:
has_mapping_for_guid = False
@pytest.mark.skip("not implemented")
def test_SDL_GameControllerAddMappingsFromRW(gamepads):
pass
@pytest.mark.skip("not implemented")
def test_SDL_GameControllerAddMappingsFromFile(gamepads):
pass
def test_SDL_GameControllerAddMapping(with_sdl):
newmap = (
b"030000005e0400002700000006010000,Microsoft SideWinder,"
b"platform:Mac OS X,a:b0,b:b1,x:b2,y:b3,dpup:-a1,dpdown:+a1,"
b"dpleft:-a0,dpright:+a0,lefttrigger:b4,righttrigger:b5"
)
if sdl2.dll.version >= 2006:
n1 = sdl2.SDL_GameControllerNumMappings()
ret = sdl2.SDL_GameControllerAddMapping(newmap)
assert ret >= 0
n2 = sdl2.SDL_GameControllerNumMappings()
assert n2 == n1 + 1
else:
# NumMappings not available before 2.0.6
ret = sdl2.SDL_GameControllerAddMapping(newmap)
assert ret != -1
@pytest.mark.skipif(sdl2.dll.version < 2006, reason="not available")
def test_SDL_GameControllerNumMappings(with_sdl):
num = sdl2.SDL_GameControllerNumMappings()
assert num > 0
@pytest.mark.skipif(sdl2.dll.version < 2006, reason="not available")
def test_SDL_GameControllerMappingForIndex(with_sdl):
newmap = (
b"030000005e0400002700000006010000,Microsoft SideWinder,"
b"platform:Mac OS X,a:b0,b:b1,x:b2,y:b3,dpup:-a1,dpdown:+a1,"
b"dpleft:-a0,dpright:+a0,lefttrigger:b4,righttrigger:b5"
)
ret = sdl2.SDL_GameControllerAddMapping(newmap)
assert ret >= 0
num = sdl2.SDL_GameControllerNumMappings()
retmap = sdl2.SDL_GameControllerMappingForIndex(num - 1)
assert newmap == retmap
@pytest.mark.skipif(not has_mapping_for_guid, reason="not available")
def test_SDL_GameControllerMappingForGUID(with_sdl):
newmap = (
b"030000005e0400002700000006010000,Microsoft SideWinder,"
b"platform:Mac OS X,a:b0,b:b1,x:b2,y:b3,dpup:-a1,dpdown:+a1,"
b"dpleft:-a0,dpright:+a0,lefttrigger:b4,righttrigger:b5"
)
ret = sdl2.SDL_GameControllerAddMapping(newmap)
assert ret >= 0
# Get GUID for new mapping
guid_str = newmap.split(b",")[0]
guid = joystick.SDL_JoystickGetGUIDFromString(guid_str)
# Get mapping for GUID
retmap = sdl2.SDL_GameControllerMappingForGUID(guid)
assert retmap == newmap
def test_SDL_GameControllerMapping(gamepads):
for pad in gamepads:
mapping = sdl2.SDL_GameControllerMapping(pad)
assert mapping == None or type(mapping) in (str, bytes)
def test_SDL_IsGameController(with_sdl):
count = joystick.SDL_NumJoysticks()
for index in range(count):
ret = sdl2.SDL_IsGameController(index)
assert ret in [SDL_TRUE, SDL_FALSE]
def test_SDL_GameControllerNameForIndex(with_sdl):
count = joystick.SDL_NumJoysticks()
for index in range(count):
name = sdl2.SDL_GameControllerNameForIndex(index)
assert name == None or type(name) in (str, bytes)
@pytest.mark.skipif(sdl2.dll.version < 2231, reason="not available")
def test_SDL_GameControllerPathForIndex(with_sdl):
count = joystick.SDL_NumJoysticks()
for index in range(count):
name = sdl2.SDL_GameControllerPathForIndex(index)
assert name == None or type(name) in (str, bytes)
@pytest.mark.skipif(sdl2.dll.version < 2012, reason="not available")
def test_SDL_GameControllerTypeForIndex(with_sdl):
count = joystick.SDL_NumJoysticks()
for index in range(count):
padtype = sdl2.SDL_GameControllerTypeForIndex(index)
assert padtype in gamepad_types
@pytest.mark.skip("not implemented")
@pytest.mark.skipif(sdl2.dll.version < 2009, reason="not available")
def test_SDL_GameControllerMappingForDeviceIndex(with_sdl):
pass
def test_SDL_GameControllerOpenClose(with_sdl):
count = joystick.SDL_NumJoysticks()
for index in range(count):
if sdl2.SDL_IsGameController(index) == SDL_TRUE:
pad = sdl2.SDL_GameControllerOpen(index)
assert pad, _check_error_msg()
assert isinstance(pad.contents, sdl2.SDL_GameController)
sdl2.SDL_GameControllerClose(pad)
def test_SDL_GameControllerFromInstanceID(gamepads):
for pad in gamepads:
stick = sdl2.SDL_GameControllerGetJoystick(pad)
iid = joystick.SDL_JoystickInstanceID(stick)
assert iid >= 0
pad2 = sdl2.SDL_GameControllerFromInstanceID(iid)
name = sdl2.SDL_GameControllerName(pad)
assert sdl2.SDL_GameControllerName(pad2) == name
@pytest.mark.skipif(sdl2.dll.version < 2012, reason="not available")
def test_SDL_GameControllerFromPlayerIndex(gamepads):
i = 0
for pad in gamepads:
sdl2.SDL_GameControllerSetPlayerIndex(pad, i)
pad2 = sdl2.SDL_GameControllerFromPlayerIndex(i)
name = sdl2.SDL_GameControllerName(pad)
assert sdl2.SDL_GameControllerName(pad2) == name
i += 1
def test_SDL_GameControllerName(gamepads):
names = []
for pad in gamepads:
name = sdl2.SDL_GameControllerName(pad)
assert type(name) in (str, bytes)
names.append(name.decode('utf-8'))
print(names)
@pytest.mark.skipif(sdl2.dll.version < 2231, reason="not available")
def test_SDL_GameControllerPath(gamepads):
paths = []
for pad in gamepads:
path = sdl2.SDL_GameControllerPath(pad)
if not (is_virtual(pad) or sys.platform == "darwin"):
assert type(path) in (str, bytes)
paths.append(path.decode('utf-8'))
if len(paths):
print(paths)
@pytest.mark.skipif(sdl2.dll.version < 2012, reason="not available")
def test_SDL_GameControllerGetType(gamepads):
for pad in gamepads:
padtype = sdl2.SDL_GameControllerGetType(pad)
assert padtype in gamepad_types
if is_virtual(pad):
assert padtype == sdl2.SDL_CONTROLLER_TYPE_VIRTUAL
@pytest.mark.skipif(sdl2.dll.version < 2009, reason="not available")
def test_SDL_GameControllerGetPlayerIndex(gamepads):
for pad in gamepads:
player = sdl2.SDL_GameControllerGetPlayerIndex(pad)
assert player in [-1, 0, 1, 2, 3]
@pytest.mark.skipif(sdl2.dll.version < 2012, reason="not available")
def test_SDL_GameControllerSetPlayerIndex(gamepads):
i = 0
for pad in gamepads:
sdl2.SDL_GameControllerSetPlayerIndex(pad, i)
player = sdl2.SDL_GameControllerGetPlayerIndex(pad)
assert player == i
i += 1
@pytest.mark.skipif(sdl2.dll.version < 2006, reason="not available")
def test_SDL_GameControllerGetVendor(gamepads):
for pad in gamepads:
vid = sdl2.SDL_GameControllerGetVendor(pad)
if not is_virtual(pad):
assert vid > 0
@pytest.mark.skipif(sdl2.dll.version < 2006, reason="not available")
def test_SDL_GameControllerGetProduct(gamepads):
for pad in gamepads:
pid = sdl2.SDL_GameControllerGetProduct(pad)
if not is_virtual(pad):
assert pid > 0
@pytest.mark.skipif(sdl2.dll.version < 2006, reason="not available")
def test_SDL_GameControllerGetProductVersion(gamepads):
for pad in gamepads:
pver = sdl2.SDL_GameControllerGetProductVersion(pad)
assert pver >= 0
@pytest.mark.skipif(sdl2.dll.version < 2231, reason="not available")
def test_SDL_GameControllerGetFirmwareVersion(gamepads):
for pad in gamepads:
fw_ver = sdl2.SDL_GameControllerGetFirmwareVersion(pad)
assert fw_ver >= 0
@pytest.mark.skipif(sdl2.dll.version < 2014, reason="not available")
def test_SDL_GameControllerGetSerial(gamepads):
for pad in gamepads:
serial = sdl2.SDL_GameControllerGetSerial(pad)
assert serial == None or type(serial) in (str, bytes)
@pytest.mark.skipif(sdl2.dll.version < 2300, reason="not available")
def test_SDL_GameControllerGetSteamHandle(gamepads):
for pad in gamepads:
handle = sdl2.SDL_GameControllerGetSteamHandle(pad)
assert handle >= 0
def test_SDL_GameControllerGetAttached(gamepads):
for pad in gamepads:
ret = sdl2.SDL_GameControllerGetAttached(pad)
assert ret in [SDL_FALSE, SDL_TRUE]
def test_SDL_GameControllerGetJoystick(gamepads):
for pad in gamepads:
stick = sdl2.SDL_GameControllerGetJoystick(pad)
assert stick, _check_error_msg()
assert isinstance(stick.contents, joystick.SDL_Joystick)
def test_SDL_GameControllerEventState(with_sdl):
for state in (SDL_IGNORE, SDL_ENABLE):
news = sdl2.SDL_GameControllerEventState(state)
assert news == state
query = sdl2.SDL_GameControllerEventState(SDL_QUERY)
assert query == state
def test_SDL_GameControllerUpdate(with_sdl):
# NOTE: Returns void, can't really test anything else
sdl2.SDL_GameControllerUpdate()
def test_SDL_GameControllerGetAxisFromString(with_sdl):
expected = {
b'lefty': sdl2.SDL_CONTROLLER_AXIS_LEFTY,
b'lefttrigger': sdl2.SDL_CONTROLLER_AXIS_TRIGGERLEFT,
b'notanaxis': sdl2.SDL_CONTROLLER_AXIS_INVALID
}
for string in expected.keys():
a = sdl2.SDL_GameControllerGetAxisFromString(string)
assert a == expected[string]
def test_SDL_GameControllerGetStringForAxis(with_sdl):
expected = {
sdl2.SDL_CONTROLLER_AXIS_LEFTY: b'lefty',
sdl2.SDL_CONTROLLER_AXIS_TRIGGERLEFT: b'lefttrigger',
sdl2.SDL_CONTROLLER_AXIS_INVALID: None
}
for axis in expected.keys():
s = sdl2.SDL_GameControllerGetStringForAxis(axis)
assert s == expected[axis]
@pytest.mark.skip("not implemented")
def test_SDL_GameControllerGetBindForAxis(gamepads):
pass
@pytest.mark.skip("not implemented")
@pytest.mark.skipif(sdl2.dll.version < 2014, reason="not available")
def test_SDL_GameControllerHasAxis(gamepads):
pass
@pytest.mark.skip("not implemented")
def test_SDL_GameControllerGetAxis(gamepads):
pass
def test_SDL_GameControllerGetButtonFromString(with_sdl):
expected = {
b'x': sdl2.SDL_CONTROLLER_BUTTON_X,
b'dpup': sdl2.SDL_CONTROLLER_BUTTON_DPAD_UP,
b'notabutton': sdl2.SDL_CONTROLLER_BUTTON_INVALID
}
for string in expected.keys():
b = sdl2.SDL_GameControllerGetButtonFromString(string)
assert b == expected[string]
def test_SDL_GameControllerGetStringForButton(with_sdl):
expected = {
sdl2.SDL_CONTROLLER_BUTTON_X: b'x',
sdl2.SDL_CONTROLLER_BUTTON_DPAD_UP: b'dpup',
sdl2.SDL_CONTROLLER_BUTTON_INVALID: None
}
for button in expected.keys():
s = sdl2.SDL_GameControllerGetStringForButton(button)
assert s == expected[button]
@pytest.mark.skip("not implemented")
def test_SDL_GameControllerGetBindForButton(gamepads):
pass
@pytest.mark.skip("not implemented")
@pytest.mark.skipif(sdl2.dll.version < 2014, reason="not available")
def test_SDL_GameControllerHasButton(gamepads):
pass
@pytest.mark.skip("not implemented")
def test_SDL_GameControllerGetButton(gamepads):
pass
@pytest.mark.skip("not implemented")
@pytest.mark.skipif(sdl2.dll.version < 2014, reason="not available")
def test_SDL_GameControllerGetNumTouchpads(gamepads):
pass
@pytest.mark.skip("not implemented")
@pytest.mark.skipif(sdl2.dll.version < 2014, reason="not available")
def test_SDL_GameControllerGetNumTouchpadFingers(gamepads):
pass
@pytest.mark.skip("not implemented")
@pytest.mark.skipif(sdl2.dll.version < 2014, reason="not available")
def test_SDL_GameControllerGetTouchpadFinger(gamepads):
pass
@pytest.mark.skip("not implemented")
@pytest.mark.skipif(sdl2.dll.version < 2014, reason="not available")
def test_SDL_GameControllerHasSensor(gamepads):
pass
@pytest.mark.skip("not implemented")
@pytest.mark.skipif(sdl2.dll.version < 2014, reason="not available")
def test_SDL_GameControllerSetSensorEnabled(gamepads):
pass
@pytest.mark.skip("not implemented")
@pytest.mark.skipif(sdl2.dll.version < 2014, reason="not available")
def test_SDL_GameControllerIsSensorEnabled(gamepads):
pass
@pytest.mark.skip("not implemented")
@pytest.mark.skipif(sdl2.dll.version < 2016, reason="not available")
def test_SDL_GameControllerGetSensorDataRate(gamepads):
pass
@pytest.mark.skip("not implemented")
@pytest.mark.skipif(sdl2.dll.version < 2014, reason="not available")
def test_SDL_GameControllerGetSensorData(gamepads):
pass
@pytest.mark.skip("not implemented")
@pytest.mark.skipif(sdl2.dll.version < 2260, reason="not available")
def test_SDL_GameControllerGetSensorDataWithTimestamp(gamepads):
pass
@pytest.mark.skipif(sdl2.dll.version < 2009, reason="not available")
def test_SDL_GameControllerRumble(gamepads):
# If we ever add an interactive test suite, this should be moved there
for pad in gamepads:
# 50% strength low-frequency, 25% high-frequency rumble for 500ms
ret = sdl2.SDL_GameControllerRumble(pad, 32767, 16384, 500)
assert ret in [-1, 0]
@pytest.mark.skipif(sdl2.dll.version < 2014, reason="not available")
def test_SDL_GameControllerRumbleTriggers(gamepads):
# If we ever add an interactive test suite, this should be moved there
for pad in gamepads:
# 50% strength left trigger, 25% right trigger rumble for 500ms
ret = sdl2.SDL_GameControllerRumbleTriggers(pad, 32767, 16384, 500)
assert ret in [-1, 0]
@pytest.mark.skipif(sdl2.dll.version < 2014, reason="not available")
def test_SDL_GameControllerHasSetLED(gamepads):
# If we ever add an interactive test suite, this should be moved there
for pad in gamepads:
has_led = sdl2.SDL_GameControllerHasLED(pad)
assert has_led in [SDL_FALSE, SDL_TRUE]
expected = -1 if has_led == SDL_FALSE else 0
cols = [(255, 0, 0), (0, 255, 0), (0, 0, 255)]
for r, g, b in cols:
ret = sdl2.SDL_GameControllerSetLED(pad, r, g, b)
assert ret == expected
@pytest.mark.skipif(sdl2.dll.version < 2018, reason="not available")
def test_SDL_GameControllerHasRumble(gamepads):
# If we ever add an interactive test suite, this should be moved there
for pad in gamepads:
has_rumble = sdl2.SDL_GameControllerHasRumble(pad)
assert has_rumble in [SDL_FALSE, SDL_TRUE]
@pytest.mark.skipif(sdl2.dll.version < 2018, reason="not available")
def test_SDL_GameControllerHasRumbleTriggers(gamepads):
# If we ever add an interactive test suite, this should be moved there
for pad in gamepads:
has_rumble_triggers = sdl2.SDL_GameControllerHasRumbleTriggers(pad)
assert has_rumble_triggers in [SDL_FALSE, SDL_TRUE]
@pytest.mark.skip("not implemented")
@pytest.mark.skipif(sdl2.dll.version < 2016, reason="not available")
def test_SDL_GameControllerSendEffect(gamepads):
# Probably impossible to test since effect data would be specific
# to each controller type?
pass
@pytest.mark.skip("Only relevant on iOS, not testable by PySDL2")
@pytest.mark.skipif(sdl2.dll.version < 2018, reason="not available")
def test_SDL_GameControllerGetAppleSFSymbolsNameForButtonAxis(gamepads):
# The following two functions are deliberatly ignored:
# - SDL_GameControllerGetAppleSFSymbolsNameForButton
# - SDL_GameControllerGetAppleSFSymbolsNameForAxis
pass
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