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201 changes: 201 additions & 0 deletions Assets/Tests/InputSystem.Editor/SteamTests.cs
Original file line number Diff line number Diff line change
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#if UNITY_EDITOR && UNITY_ENABLE_STEAM_CONTROLLER_SUPPORT
using System;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.Scripting;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Controls;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.LowLevel;
using UnityEngine.InputSystem.Steam;
using UnityEngine.InputSystem.Utilities;
using UnityEngine.InputSystem.Steam.Editor;

////REVIEW: instead of testing on TestController, it would be much more fruitful to test on a controller generated by the VDF conversion code;
//// some of the testing here ultimately tests little other than test code

internal class SteamTestsEditor : CoreTestsFixture
{
private SteamTests.TestSteamControllerAPI m_SteamAPI;

public override void Setup()
{
base.Setup();
m_SteamAPI = new SteamTests.TestSteamControllerAPI();
SteamSupport.api = m_SteamAPI;
InputSystem.RegisterLayout<SteamTests.TestController>(
matches: new InputDeviceMatcher()
.WithInterface(SteamController.kSteamInterface)
.WithProduct("TestController"));
}

public override void TearDown()
{
base.TearDown();
m_SteamAPI = null;

SteamSupport.s_API = null;
SteamSupport.s_InputDevices = null;
SteamSupport.s_ConnectedControllers = null;
SteamSupport.s_InputDeviceCount = 0;
SteamSupport.s_HooksInstalled = false;
}


[Test]
[Category("Editor")]
public void Editor_CanGenerateInputDeviceBasedOnSteamIGAFile()
{
// Create an InputActions setup and convert it to Steam IGA.
var asset = ScriptableObject.CreateInstance<InputActionAsset>();
var actionMap1 = new InputActionMap("map1");
var actionMap2 = new InputActionMap("map2");
actionMap1.AddAction("buttonAction", expectedControlLayout: "Button");
actionMap1.AddAction("axisAction", expectedControlLayout: "Axis");
actionMap1.AddAction("stickAction", expectedControlLayout: "Stick");
actionMap2.AddAction("vector2Action", expectedControlLayout: "Vector2");

asset.AddActionMap(actionMap1);
asset.AddActionMap(actionMap2);

var vdf = SteamIGAConverter.ConvertInputActionsToSteamIGA(asset);

// Generate a C# input device from the Steam IGA file.
var generatedCode = SteamIGAConverter.GenerateInputDeviceFromSteamIGA(vdf, "My.Namespace.MySteamController");

Assert.That(generatedCode, Does.StartWith("// THIS FILE HAS BEEN AUTO-GENERATED"));
Assert.That(generatedCode, Contains.Substring("#if (UNITY_EDITOR || UNITY_STANDALONE) && UNITY_ENABLE_STEAM_CONTROLLER_SUPPORT"));
Assert.That(generatedCode, Contains.Substring("namespace My.Namespace\n"));
Assert.That(generatedCode, Contains.Substring("public class MySteamController : SteamController\n"));
Assert.That(generatedCode, Contains.Substring("public unsafe struct MySteamControllerState : IInputStateTypeInfo\n"));
Assert.That(generatedCode, Contains.Substring("[InitializeOnLoad]"));
Assert.That(generatedCode, Contains.Substring("[RuntimeInitializeOnLoadMethod"));
Assert.That(generatedCode, Contains.Substring("new FourCC('M', 'y', 'S', 't')"));
Assert.That(generatedCode, Contains.Substring("protected override void FinishSetup()"));
Assert.That(generatedCode, Contains.Substring("base.FinishSetup();"));
Assert.That(generatedCode, Contains.Substring("new InputDeviceMatcher"));
Assert.That(generatedCode, Contains.Substring("WithInterface(\"Steam\")"));
Assert.That(generatedCode, Contains.Substring("public override ReadOnlyArray<SteamActionSetInfo> steamActionSets"));
Assert.That(generatedCode, Contains.Substring("public SteamHandle<InputActionMap> map1SetHandle"));
Assert.That(generatedCode, Contains.Substring("public SteamHandle<InputActionMap> map2SetHandle"));
Assert.That(generatedCode, Contains.Substring("public SteamHandle<InputAction> stickActionHandle"));
Assert.That(generatedCode, Contains.Substring("public SteamHandle<InputAction> buttonActionHandle"));
Assert.That(generatedCode, Contains.Substring("public SteamHandle<InputAction> axisActionHandle"));
Assert.That(generatedCode, Contains.Substring("public SteamHandle<InputAction> vector2ActionHandle"));
Assert.That(generatedCode, Contains.Substring("public StickControl stickAction"));
Assert.That(generatedCode, Contains.Substring("public ButtonControl buttonAction"));
Assert.That(generatedCode, Contains.Substring("public AxisControl axisAction"));
Assert.That(generatedCode, Contains.Substring("public Vector2Control vector2Action"));
Assert.That(generatedCode, Contains.Substring("stickAction = GetChildControl<StickControl>(\"stickAction\");"));
Assert.That(generatedCode, Contains.Substring("buttonAction = GetChildControl<ButtonControl>(\"buttonAction\");"));
Assert.That(generatedCode, Contains.Substring("axisAction = GetChildControl<AxisControl>(\"axisAction\");"));
Assert.That(generatedCode, Contains.Substring("vector2Action = GetChildControl<Vector2Control>(\"vector2Action\");"));
Assert.That(generatedCode, Contains.Substring("protected override void ResolveSteamActions(ISteamControllerAPI api)"));
Assert.That(generatedCode, Contains.Substring("map1SetHandle = api.GetActionSetHandle(\"map1\");"));
Assert.That(generatedCode, Contains.Substring("map2SetHandle = api.GetActionSetHandle(\"map2\");"));
Assert.That(generatedCode, Contains.Substring("buttonActionHandle = api.GetDigitalActionHandle(\"buttonAction\");"));
Assert.That(generatedCode, Contains.Substring("axisActionHandle = api.GetAnalogActionHandle(\"axisAction\");"));
Assert.That(generatedCode, Contains.Substring("stickActionHandle = api.GetAnalogActionHandle(\"stickAction\");"));
Assert.That(generatedCode, Contains.Substring("vector2ActionHandle = api.GetAnalogActionHandle(\"vector2Action\");"));
Assert.That(generatedCode, Contains.Substring("protected override unsafe void Update(ISteamControllerAPI api)"));
}

[Test]
[Category("Editor")]
public void Editor_CanConvertInputActionsToSteamIGAFormat()
{
var asset = ScriptableObject.CreateInstance<InputActionAsset>();
var actionMap1 = new InputActionMap("map1");
var actionMap2 = new InputActionMap("map2");
actionMap1.AddAction("buttonAction", expectedControlLayout: "Button");
actionMap1.AddAction("axisAction", expectedControlLayout: "Axis");
actionMap1.AddAction("stickAction", expectedControlLayout: "Stick");
actionMap2.AddAction("vector2Action", expectedControlLayout: "Vector2");

asset.AddActionMap(actionMap1);
asset.AddActionMap(actionMap2);

var vdf = SteamIGAConverter.ConvertInputActionsToSteamIGA(asset);
var dictionary = SteamIGAConverter.ParseVDF(vdf);

// Top-level key "In Game Actions".
Assert.That(dictionary.Count, Is.EqualTo(1));
Assert.That(dictionary, Contains.Key("In Game Actions").With.TypeOf<Dictionary<string, object>>());

// "actions" and "localization" inside "In Game Actions".
var inGameActions = (Dictionary<string, object>)dictionary["In Game Actions"];
Assert.That(inGameActions, Contains.Key("actions"));
Assert.That(inGameActions["actions"], Is.TypeOf<Dictionary<string, object>>());
Assert.That(inGameActions, Contains.Key("localization"));
Assert.That(inGameActions["localization"], Is.TypeOf<Dictionary<string, object>>());
Assert.That(inGameActions.Count, Is.EqualTo(2));

// Two action maps inside "actions".
var actions = (Dictionary<string, object>)inGameActions["actions"];
Assert.That(actions, Contains.Key("map1"));
Assert.That(actions["map1"], Is.TypeOf<Dictionary<string, object>>());
Assert.That(actions, Contains.Key("map2"));
Assert.That(actions["map2"], Is.TypeOf<Dictionary<string, object>>());
Assert.That(actions.Count, Is.EqualTo(2));

// Three actions inside "map1".
var map1 = (Dictionary<string, object>)actions["map1"];
Assert.That(map1, Contains.Key("title"));
Assert.That(map1, Contains.Key("StickPadGyro"));
Assert.That(map1, Contains.Key("AnalogTrigger"));
Assert.That(map1, Contains.Key("Button"));
Assert.That(map1.Count, Is.EqualTo(4));
Assert.That(map1["title"], Is.EqualTo("#Set_map1"));
Assert.That(map1["StickPadGyro"], Is.TypeOf<Dictionary<string, object>>());
Assert.That(map1["AnalogTrigger"], Is.TypeOf<Dictionary<string, object>>());
Assert.That(map1["Button"], Is.TypeOf<Dictionary<string, object>>());
var stickPadGyro1 = (Dictionary<string, object>)map1["StickPadGyro"];
Assert.That(stickPadGyro1, Has.Count.EqualTo(1));
Assert.That(stickPadGyro1, Contains.Key("stickAction"));
Assert.That(stickPadGyro1["stickAction"], Is.TypeOf<Dictionary<string, object>>());
var stickAction = (Dictionary<string, object>)stickPadGyro1["stickAction"];
Assert.That(stickAction, Contains.Key("title"));
Assert.That(stickAction, Contains.Key("input_mode"));
Assert.That(stickAction.Count, Is.EqualTo(2));
Assert.That(stickAction["title"], Is.EqualTo("#Action_map1_stickAction"));
Assert.That(stickAction["input_mode"], Is.EqualTo("joystick_move"));

// One action inside "map2".
var map2 = (Dictionary<string, object>)actions["map2"];
Assert.That(map2, Contains.Key("title"));
Assert.That(map2["title"], Is.EqualTo("#Set_map2"));

// Localization strings.
var localization = (Dictionary<string, object>)inGameActions["localization"];
Assert.That(localization.Count, Is.EqualTo(1));
Assert.That(localization, Contains.Key("english"));
Assert.That(localization["english"], Is.TypeOf<Dictionary<string, object>>());
var english = (Dictionary<string, object>)localization["english"];
Assert.That(english, Contains.Key("Set_map1"));
Assert.That(english, Contains.Key("Set_map2"));
Assert.That(english, Contains.Key("Action_map1_buttonAction"));
Assert.That(english, Contains.Key("Action_map1_axisAction"));
Assert.That(english, Contains.Key("Action_map1_stickAction"));
Assert.That(english, Contains.Key("Action_map2_vector2Action"));
Assert.That(english["Set_map1"], Is.EqualTo("map1"));
Assert.That(english["Set_map2"], Is.EqualTo("map2"));
Assert.That(english["Action_map1_buttonAction"], Is.EqualTo("buttonAction"));
Assert.That(english["Action_map1_axisAction"], Is.EqualTo("axisAction"));
Assert.That(english["Action_map1_stickAction"], Is.EqualTo("stickAction"));
Assert.That(english["Action_map2_vector2Action"], Is.EqualTo("vector2Action"));
Assert.That(english.Count, Is.EqualTo(6));
}

[Test]
[Category("Editor")]
[Ignore("TODO")]
public void TODO_Editor_ConvertingInputActionsToSteamIGA_ThrowsIfTwoActionsHaveTheSameName()
{
Assert.Fail();
}

}

#endif // (UNITY_STANDALONE || UNITY_EDITOR) && UNITY_ENABLE_STEAM_CONTROLLER_SUPPORT
3 changes: 3 additions & 0 deletions Assets/Tests/InputSystem.Editor/SteamTests.cs.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,9 @@
"UnityEngine.TestRunner",
"UnityEditor.TestRunner",
"Unity.InputSystem",
"Unity.InputSystem.TestFramework"
"Unity.InputSystem.TestFramework",
"UnityEditor.InputSystem",
"Unity.InputSystem.Tests"
],
"includePlatforms": [
"Editor"
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1 change: 1 addition & 0 deletions Assets/Tests/InputSystem/CoreTests_Editor.cs
Original file line number Diff line number Diff line change
Expand Up @@ -10,6 +10,7 @@
using System.Text;
using NUnit.Framework;
using UnityEditor;
using UnityEditor.InputSystem.Interactions;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Composites;
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