// Copyright 2022 The Ebitengine Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. package gamepaddb_test import ( "runtime" "testing" "github.com/hajimehoshi/ebiten/v2/internal/gamepaddb" ) func TestUpdate(t *testing.T) { cases := []struct { Input string Err bool }{ { Input: "", Err: false, }, { Input: "{}", Err: true, }, { Input: "00000000000000000000000000000000", Err: true, }, { Input: "00000000000000000000000000000000,foo", Err: false, }, { Input: "00000000000000000000000000000000,foo,platform", Err: true, }, { Input: "00000000000000000000000000000000,foo,platform:Foo", Err: true, }, { Input: "00000000000000000000000000000000,foo,platform:Windows", Err: false, }, } for _, c := range cases { err := gamepaddb.Update([]byte(c.Input)) if err == nil && c.Err { t.Errorf("Update(%q) should return an error but not", c.Input) } if err != nil && !c.Err { t.Errorf("Update(%q) should not return an error but returned %v", c.Input, err) } } } func TestGLFWGamepadMappings(t *testing.T) { if runtime.GOOS != "windows" { t.Skip("the current platform doesn't use GLFW gamepad mappings") } const id = "78696e70757401000000000000000000" if got, want := gamepaddb.HasStandardLayoutMapping(id), true; got != want { t.Errorf("got: %v, want: %v", got, want) } if got, want := gamepaddb.Name(id), "XInput Gamepad (GLFW)"; got != want { t.Errorf("got: %q, want: %q", got, want) } }