Sweden-Number/dlls/windows.gaming.input/tests/input.c

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/*
* Copyright 2021 Rémi Bernon for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#define COBJMACROS
#include <stdarg.h>
#include "windef.h"
#include "winbase.h"
#include "winerror.h"
#include "winstring.h"
#include "initguid.h"
#include "roapi.h"
#define WIDL_using_Windows_Foundation
#define WIDL_using_Windows_Foundation_Collections
#include "windows.foundation.h"
#define WIDL_using_Windows_Gaming_Input
#include "windows.gaming.input.h"
#include "wine/test.h"
static HRESULT (WINAPI *pRoActivateInstance)(HSTRING, IInspectable **);
static HRESULT (WINAPI *pRoGetActivationFactory)(HSTRING, REFIID, void **);
static HRESULT (WINAPI *pRoInitialize)(RO_INIT_TYPE);
static void (WINAPI *pRoUninitialize)(void);
static HRESULT (WINAPI *pWindowsCreateString)(LPCWSTR, UINT32, HSTRING *);
static HRESULT (WINAPI *pWindowsDeleteString)(HSTRING);
struct gamepad_event_handler
{
IEventHandler_Gamepad IEventHandler_Gamepad_iface;
LONG ref;
};
static inline struct gamepad_event_handler *impl_from_IEventHandler_Gamepad(IEventHandler_Gamepad *iface)
{
return CONTAINING_RECORD(iface, struct gamepad_event_handler, IEventHandler_Gamepad_iface);
}
static HRESULT STDMETHODCALLTYPE gamepad_event_handler_QueryInterface(
IEventHandler_Gamepad *iface, REFIID iid, void **out)
{
if (IsEqualGUID(iid, &IID_IUnknown) ||
IsEqualGUID(iid, &IID_IEventHandler_Gamepad))
{
IUnknown_AddRef(iface);
*out = iface;
return S_OK;
}
trace("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(iid));
*out = NULL;
return E_NOINTERFACE;
}
static ULONG STDMETHODCALLTYPE gamepad_event_handler_AddRef(
IEventHandler_Gamepad *iface)
{
struct gamepad_event_handler *impl = impl_from_IEventHandler_Gamepad(iface);
ULONG ref = InterlockedIncrement(&impl->ref);
return ref;
}
static ULONG STDMETHODCALLTYPE gamepad_event_handler_Release(
IEventHandler_Gamepad *iface)
{
struct gamepad_event_handler *impl = impl_from_IEventHandler_Gamepad(iface);
ULONG ref = InterlockedDecrement(&impl->ref);
return ref;
}
static HRESULT STDMETHODCALLTYPE gamepad_event_handler_Invoke(
IEventHandler_Gamepad *iface, IInspectable *sender, IGamepad *args)
{
trace("iface %p, sender %p, args %p\n", iface, sender, args);
return S_OK;
}
static const IEventHandler_GamepadVtbl gamepad_event_handler_vtbl =
{
gamepad_event_handler_QueryInterface,
gamepad_event_handler_AddRef,
gamepad_event_handler_Release,
/*** IEventHandler<ABI::Windows::Gaming::Input::Gamepad* > methods ***/
gamepad_event_handler_Invoke,
};
static void test_Gamepad(void)
{
static const WCHAR *gamepad_name = L"Windows.Gaming.Input.Gamepad";
struct gamepad_event_handler gamepad_event_handler;
EventRegistrationToken token;
IVectorView_Gamepad *gamepads = NULL;
IActivationFactory *factory = NULL;
IGamepadStatics *gamepad_statics = NULL;
IInspectable *inspectable = NULL, *tmp_inspectable = NULL;
IAgileObject *agile_object = NULL, *tmp_agile_object = NULL;
HSTRING str;
HRESULT hr;
ULONG size;
gamepad_event_handler.IEventHandler_Gamepad_iface.lpVtbl = &gamepad_event_handler_vtbl;
hr = pRoInitialize(RO_INIT_MULTITHREADED);
ok(hr == S_OK, "RoInitialize failed, hr %#x\n", hr);
hr = pWindowsCreateString(gamepad_name, wcslen(gamepad_name), &str);
ok(hr == S_OK, "WindowsCreateString failed, hr %#x\n", hr);
hr = pRoGetActivationFactory(str, &IID_IActivationFactory, (void **)&factory);
ok(hr == S_OK || broken(hr == REGDB_E_CLASSNOTREG), "RoGetActivationFactory failed, hr %#x\n", hr);
if (hr == REGDB_E_CLASSNOTREG)
{
win_skip("%s runtimeclass not registered, skipping tests.\n", wine_dbgstr_w(gamepad_name));
return;
}
hr = IActivationFactory_QueryInterface(factory, &IID_IInspectable, (void **)&inspectable);
ok(hr == S_OK, "IActivationFactory_QueryInterface IID_IInspectable failed, hr %#x\n", hr);
hr = IActivationFactory_QueryInterface(factory, &IID_IAgileObject, (void **)&agile_object);
ok(hr == S_OK, "IActivationFactory_QueryInterface IID_IAgileObject failed, hr %#x\n", hr);
hr = IActivationFactory_QueryInterface(factory, &IID_IGamepadStatics, (void **)&gamepad_statics);
ok(hr == S_OK, "IActivationFactory_QueryInterface IID_IGamepadStatics failed, hr %#x\n", hr);
hr = IGamepadStatics_QueryInterface(gamepad_statics, &IID_IInspectable, (void **)&tmp_inspectable);
ok(hr == S_OK, "IGamepadStatics_QueryInterface IID_IInspectable failed, hr %#x\n", hr);
ok(tmp_inspectable == inspectable, "IGamepadStatics_QueryInterface IID_IInspectable returned %p, expected %p\n", tmp_inspectable, inspectable);
IInspectable_Release(tmp_inspectable);
hr = IGamepadStatics_QueryInterface(gamepad_statics, &IID_IAgileObject, (void **)&tmp_agile_object);
ok(hr == S_OK, "IGamepadStatics_QueryInterface IID_IAgileObject failed, hr %#x\n", hr);
ok(tmp_agile_object == agile_object, "IGamepadStatics_QueryInterface IID_IAgileObject returned %p, expected %p\n", tmp_agile_object, agile_object);
IAgileObject_Release(tmp_agile_object);
hr = IGamepadStatics_get_Gamepads(gamepad_statics, &gamepads);
todo_wine ok(hr == S_OK, "IGamepadStatics_get_Gamepads failed, hr %#x\n", hr);
if (FAILED(hr)) goto done;
hr = IVectorView_Gamepad_QueryInterface(gamepads, &IID_IInspectable, (void **)&tmp_inspectable);
ok(hr == S_OK, "IVectorView_Gamepad_QueryInterface failed, hr %#x\n", hr);
ok(tmp_inspectable != inspectable, "IVectorView_Gamepad_QueryInterface returned %p, expected %p\n", tmp_inspectable, inspectable);
IInspectable_Release(tmp_inspectable);
hr = IVectorView_Gamepad_QueryInterface(gamepads, &IID_IAgileObject, (void **)&tmp_agile_object);
ok(hr == S_OK, "IVectorView_Gamepad_QueryInterface failed, hr %#x\n", hr);
ok(tmp_agile_object != agile_object, "IVectorView_Gamepad_QueryInterface IID_IAgileObject returned agile_object\n");
IAgileObject_Release(tmp_agile_object);
size = 0xdeadbeef;
hr = IVectorView_Gamepad_get_Size(gamepads, &size);
ok(hr == S_OK, "IVectorView_Gamepad_get_Size failed, hr %#x\n", hr);
todo_wine ok(size != 0xdeadbeef, "IVectorView_Gamepad_get_Size returned %u\n", size);
IVectorView_Gamepad_Release(gamepads);
done:
token.value = 0xdeadbeef;
hr = IGamepadStatics_add_GamepadAdded(gamepad_statics, &gamepad_event_handler.IEventHandler_Gamepad_iface, &token);
todo_wine ok(hr == S_OK, "IGamepadStatics_add_GamepadAdded failed, hr %#x\n", hr);
todo_wine ok(token.value != 0xdeadbeef, "IGamepadStatics_add_GamepadAdded returned token %#I64x\n", token.value);
hr = IGamepadStatics_remove_GamepadAdded(gamepad_statics, token);
todo_wine ok(hr == S_OK, "IGamepadStatics_add_GamepadAdded failed, hr %#x\n", hr);
token.value = 0xdeadbeef;
IGamepadStatics_add_GamepadRemoved(gamepad_statics, &gamepad_event_handler.IEventHandler_Gamepad_iface, &token);
todo_wine ok(hr == S_OK, "IGamepadStatics_add_GamepadRemoved failed, hr %#x\n", hr);
todo_wine ok(token.value != 0xdeadbeef, "IGamepadStatics_add_GamepadRemoved returned token %#I64x\n", token.value);
hr = IGamepadStatics_remove_GamepadRemoved(gamepad_statics, token);
todo_wine ok(hr == S_OK, "IGamepadStatics_add_GamepadAdded failed, hr %#x\n", hr);
IGamepadStatics_Release(gamepad_statics);
IAgileObject_Release(agile_object);
IInspectable_Release(inspectable);
IActivationFactory_Release(factory);
pWindowsDeleteString(str);
pRoUninitialize();
}
START_TEST(input)
{
HMODULE combase;
if (!(combase = LoadLibraryW(L"combase.dll")))
{
win_skip("Failed to load combase.dll, skipping tests\n");
return;
}
#define LOAD_FUNCPTR(x) \
if (!(p##x = (void*)GetProcAddress(combase, #x))) \
{ \
win_skip("Failed to find %s in combase.dll, skipping tests.\n", #x); \
return; \
}
LOAD_FUNCPTR(RoActivateInstance);
LOAD_FUNCPTR(RoGetActivationFactory);
LOAD_FUNCPTR(RoInitialize);
LOAD_FUNCPTR(RoUninitialize);
LOAD_FUNCPTR(WindowsCreateString);
LOAD_FUNCPTR(WindowsDeleteString);
#undef LOAD_FUNCPTR
test_Gamepad();
}