dinput/tests: Add some Windows.Gaming.Input.ForceFeedback.ConditionForceEffect tests.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4985,21 +4985,21 @@ static void test_windows_gaming_input(void)
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END_COLLECTION,
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USAGE(1, PID_USAGE_CP_OFFSET),
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LOGICAL_MINIMUM(1, 0x80),
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LOGICAL_MAXIMUM(1, 0x7f),
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PHYSICAL_MINIMUM(2, 0xd8f0),
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PHYSICAL_MAXIMUM(2, 0x2710),
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REPORT_SIZE(1, 8),
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LOGICAL_MINIMUM(2, -10000),
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LOGICAL_MAXIMUM(2, +10000),
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PHYSICAL_MINIMUM(2, -10000),
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PHYSICAL_MAXIMUM(2, +10000),
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REPORT_SIZE(1, 16),
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REPORT_COUNT(1, 1),
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OUTPUT(1, Data|Var|Abs),
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USAGE(1, PID_USAGE_POSITIVE_COEFFICIENT),
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USAGE(1, PID_USAGE_NEGATIVE_COEFFICIENT),
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LOGICAL_MINIMUM(1, 0x80),
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LOGICAL_MAXIMUM(1, 0x7f),
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PHYSICAL_MINIMUM(2, 0xd8f0),
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PHYSICAL_MAXIMUM(2, 0x2710),
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REPORT_SIZE(1, 8),
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LOGICAL_MINIMUM(2, -10000),
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LOGICAL_MAXIMUM(2, +10000),
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PHYSICAL_MINIMUM(2, -10000),
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PHYSICAL_MAXIMUM(2, +10000),
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REPORT_SIZE(1, 16),
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REPORT_COUNT(1, 2),
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OUTPUT(1, Data|Var|Abs),
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@ -5008,7 +5008,7 @@ static void test_windows_gaming_input(void)
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LOGICAL_MINIMUM(1, 0),
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LOGICAL_MAXIMUM(2, 0x00ff),
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PHYSICAL_MINIMUM(1, 0),
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PHYSICAL_MAXIMUM(2, 0x2710),
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PHYSICAL_MAXIMUM(2, 10000),
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REPORT_SIZE(1, 8),
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REPORT_COUNT(1, 2),
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OUTPUT(1, Data|Var|Abs),
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@ -5017,7 +5017,7 @@ static void test_windows_gaming_input(void)
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LOGICAL_MINIMUM(1, 0),
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LOGICAL_MAXIMUM(2, 0x00ff),
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PHYSICAL_MINIMUM(1, 0),
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PHYSICAL_MAXIMUM(2, 0x2710),
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PHYSICAL_MAXIMUM(2, 10000),
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REPORT_SIZE(1, 8),
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REPORT_COUNT(1, 1),
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OUTPUT(1, Data|Var|Abs),
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@ -5494,6 +5494,47 @@ static void test_windows_gaming_input(void)
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.todo = TRUE,
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},
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};
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struct hid_expect expect_create_condition[] =
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{
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/* create new effect */
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{
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.code = IOCTL_HID_SET_FEATURE,
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.report_id = 2,
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.report_len = 3,
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.report_buf = {2,0x03,0x00},
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},
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/* block load */
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{
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.code = IOCTL_HID_GET_FEATURE,
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.report_id = 3,
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.report_len = 5,
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.report_buf = {3,0x01,0x01,0x00,0x00},
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},
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/* set condition */
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{
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.code = IOCTL_HID_WRITE_REPORT,
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.report_id = 4,
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.report_len = 12,
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.report_buf = {4,0x01,0x00,0x70,0x17,0x7b,0x02,0xe9,0x04,0x4c,0x66,0x7f},
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.todo = TRUE,
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},
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/* update effect */
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{
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.code = IOCTL_HID_WRITE_REPORT,
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.report_id = 3,
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.report_len = 18,
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.report_buf = {3,0x01,0x03,0x08,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xff,0xff,0x00,0x00,0x00,0x00},
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.wine_only = TRUE,
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.todo = TRUE,
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},
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{
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.code = IOCTL_HID_WRITE_REPORT,
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.report_id = 3,
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.report_len = 18,
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.report_buf = {3,0x01,0x03,0x08,0xff,0xff,0x00,0x00,0x00,0x00,0x00,0x00,0xff,0xff,0x99,0x00,0x00,0x00},
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.todo = TRUE,
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},
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};
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struct hid_expect expect_create_constant[] =
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{
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/* create new effect */
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@ -5625,6 +5666,7 @@ static void test_windows_gaming_input(void)
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.report_buf = {5,0x01},
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},
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};
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static const WCHAR *condition_effect_class_name = RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConditionForceEffect;
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static const WCHAR *periodic_effect_class_name = RuntimeClass_Windows_Gaming_Input_ForceFeedback_PeriodicForceEffect;
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static const WCHAR *constant_effect_class_name = RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConstantForceEffect;
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static const WCHAR *force_feedback_motor = RuntimeClass_Windows_Gaming_Input_ForceFeedback_ForceFeedbackMotor;
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@ -5647,11 +5689,14 @@ static void test_windows_gaming_input(void)
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IAsyncOperationCompletedHandler_boolean *tmp_handler;
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struct result_async_handler result_async_handler;
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IVectorView_RawGameController *controllers_view;
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IConditionForceEffectFactory *condition_factory;
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IRawGameControllerStatics *controller_statics;
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EventRegistrationToken controller_added_token;
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IPeriodicForceEffectFactory *periodic_factory;
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struct bool_async_handler bool_async_handler;
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IVectorView_ForceFeedbackMotor *motors_view;
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IConditionForceEffect *condition_effect;
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ConditionForceEffectKind condition_kind;
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ForceFeedbackEffectAxes supported_axes;
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IActivationFactory *activation_factory;
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IPeriodicForceEffect *periodic_effect;
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@ -6152,6 +6197,109 @@ static void test_windows_gaming_input(void)
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skip_periodic:
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hr = pWindowsCreateString( condition_effect_class_name, wcslen( condition_effect_class_name ), &str );
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ok( hr == S_OK, "WindowsCreateString returned %#lx\n", hr );
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hr = pRoGetActivationFactory( str, &IID_IConditionForceEffectFactory, (void **)&condition_factory );
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todo_wine
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ok( hr == S_OK, "RoGetActivationFactory returned %#lx\n", hr );
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pWindowsDeleteString( str );
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if (hr != S_OK) goto skip_condition;
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check_interface( condition_factory, &IID_IUnknown, TRUE );
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check_interface( condition_factory, &IID_IInspectable, TRUE );
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check_interface( condition_factory, &IID_IAgileObject, TRUE );
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check_interface( condition_factory, &IID_IActivationFactory, TRUE );
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check_interface( condition_factory, &IID_IConditionForceEffectFactory, TRUE );
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check_interface( condition_factory, &IID_IPeriodicForceEffectFactory, FALSE );
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hr = IConditionForceEffectFactory_QueryInterface( condition_factory, &IID_IActivationFactory, (void **)&activation_factory );
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ok( hr == S_OK, "QueryInterface returned %#lx\n", hr );
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hr = IActivationFactory_ActivateInstance( activation_factory, &tmp_inspectable );
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ok( hr == E_NOTIMPL, "ActivateInstance returned %#lx\n", hr );
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IActivationFactory_Release( activation_factory );
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hr = IConditionForceEffectFactory_CreateInstance( condition_factory, ConditionForceEffectKind_Spring, &effect );
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ok( hr == S_OK, "CreateInstance returned %#lx\n", hr );
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check_interface( effect, &IID_IUnknown, TRUE );
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check_interface( effect, &IID_IInspectable, TRUE );
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check_interface( effect, &IID_IAgileObject, TRUE );
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check_interface( effect, &IID_IForceFeedbackEffect, TRUE );
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check_interface( effect, &IID_IConditionForceEffect, TRUE );
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check_interface( effect, &IID_IPeriodicForceEffect, FALSE );
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check_runtimeclass( effect, condition_effect_class_name );
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hr = IForceFeedbackEffect_QueryInterface( effect, &IID_IConditionForceEffect, (void **)&condition_effect );
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ok( hr == S_OK, "QueryInterface returned %#lx\n", hr );
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hr = IConditionForceEffect_get_Kind( condition_effect, &condition_kind );
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ok( hr == S_OK, "get_Kind returned %#lx\n", hr );
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ok( condition_kind == ConditionForceEffectKind_Spring, "got kind %u\n", condition_kind );
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hr = IConditionForceEffect_SetParameters( condition_effect, direction, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6 );
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todo_wine
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ok( hr == S_OK, "SetParameters returned %#lx\n", hr );
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IConditionForceEffect_Release( condition_effect );
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set_hid_expect( file, expect_create_condition, sizeof(expect_create_condition) );
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hr = IForceFeedbackMotor_LoadEffectAsync( motor, effect, &result_async );
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ok( hr == S_OK, "LoadEffectAsync returned %#lx\n", hr );
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result_async_handler = default_result_async_handler;
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result_async_handler.event = CreateEventW( NULL, FALSE, FALSE, NULL );
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ok( !!result_async_handler.event, "CreateEventW failed, error %lu\n", GetLastError() );
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hr = IAsyncOperation_ForceFeedbackLoadEffectResult_put_Completed( result_async, &result_async_handler.IAsyncOperationCompletedHandler_ForceFeedbackLoadEffectResult_iface );
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ok( hr == S_OK, "put_Completed returned %#lx\n", hr );
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ret = WaitForSingleObject( result_async_handler.event, 5000 );
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ok( !ret, "WaitForSingleObject returned %#lx\n", ret );
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ret = CloseHandle( result_async_handler.event );
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ok( ret, "CloseHandle failed, error %lu\n", GetLastError() );
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check_result_async( result_async, 1, Completed, S_OK, ForceFeedbackLoadEffectResult_Succeeded );
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ref = IAsyncOperation_ForceFeedbackLoadEffectResult_Release( result_async );
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ok( ref == 0, "Release returned %lu\n", ref );
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set_hid_expect( file, NULL, 0 );
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set_hid_expect( file, &expect_effect_start, sizeof(expect_effect_start) );
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hr = IForceFeedbackEffect_Start( effect );
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todo_wine
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ok( hr == S_OK, "Start returned %#lx\n", hr );
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set_hid_expect( file, &expect_effect_start, sizeof(expect_effect_start) );
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hr = IForceFeedbackEffect_Start( effect );
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todo_wine
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ok( hr == S_OK, "Start returned %#lx\n", hr );
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set_hid_expect( file, &expect_effect_stop, sizeof(expect_effect_stop) );
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hr = IForceFeedbackEffect_Stop( effect );
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todo_wine
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ok( hr == S_OK, "Stop returned %#lx\n", hr );
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set_hid_expect( file, &expect_effect_stop, sizeof(expect_effect_stop) );
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hr = IForceFeedbackEffect_Stop( effect );
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todo_wine
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ok( hr == S_OK, "Stop returned %#lx\n", hr );
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set_hid_expect( file, expect_unload, sizeof(expect_unload) );
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hr = IForceFeedbackMotor_TryUnloadEffectAsync( motor, effect, &bool_async );
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ok( hr == S_OK, "TryUnloadEffectAsync returned %#lx\n", hr );
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bool_async_handler = default_bool_async_handler;
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bool_async_handler.event = CreateEventW( NULL, FALSE, FALSE, NULL );
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ok( !!bool_async_handler.event, "CreateEventW failed, error %lu\n", GetLastError() );
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hr = IAsyncOperation_boolean_put_Completed( bool_async, &bool_async_handler.IAsyncOperationCompletedHandler_boolean_iface );
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ok( hr == S_OK, "put_Completed returned %#lx\n", hr );
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ret = WaitForSingleObject( bool_async_handler.event, 5000 );
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ok( !ret, "WaitForSingleObject returned %#lx\n", ret );
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ret = CloseHandle( bool_async_handler.event );
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ok( ret, "CloseHandle failed, error %lu\n", GetLastError() );
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check_bool_async( bool_async, 1, Completed, S_OK, TRUE );
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ref = IAsyncOperation_boolean_Release( bool_async );
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ok( ref == 0, "Release returned %lu\n", ref );
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set_hid_expect( file, NULL, 0 );
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ref = IForceFeedbackEffect_Release( effect );
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ok( ref == 0, "Release returned %lu\n", ref );
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IConditionForceEffectFactory_Release( condition_factory );
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skip_condition:
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hr = pWindowsCreateString( constant_effect_class_name, wcslen( constant_effect_class_name ), &str );
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ok( hr == S_OK, "WindowsCreateString returned %#lx\n", hr );
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hr = pRoGetActivationFactory( str, &IID_IActivationFactory, (void **)&activation_factory );
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