/* * Copyright 2021 RĂ©mi 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 #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" 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 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; IGamepad *gamepad; BOOLEAN found; HSTRING str; HRESULT hr; UINT32 size; gamepad_event_handler.IEventHandler_Gamepad_iface.lpVtbl = &gamepad_event_handler_vtbl; hr = RoInitialize(RO_INIT_MULTITHREADED); ok(hr == S_OK, "RoInitialize failed, hr %#lx\n", hr); hr = WindowsCreateString(gamepad_name, wcslen(gamepad_name), &str); ok(hr == S_OK, "WindowsCreateString failed, hr %#lx\n", hr); hr = RoGetActivationFactory(str, &IID_IActivationFactory, (void **)&factory); ok(hr == S_OK || broken(hr == REGDB_E_CLASSNOTREG), "RoGetActivationFactory failed, hr %#lx\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 %#lx\n", hr); hr = IActivationFactory_QueryInterface(factory, &IID_IAgileObject, (void **)&agile_object); ok(hr == S_OK, "IActivationFactory_QueryInterface IID_IAgileObject failed, hr %#lx\n", hr); hr = IActivationFactory_QueryInterface(factory, &IID_IGamepadStatics, (void **)&gamepad_statics); ok(hr == S_OK, "IActivationFactory_QueryInterface IID_IGamepadStatics failed, hr %#lx\n", hr); hr = IGamepadStatics_QueryInterface(gamepad_statics, &IID_IInspectable, (void **)&tmp_inspectable); ok(hr == S_OK, "IGamepadStatics_QueryInterface IID_IInspectable failed, hr %#lx\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 %#lx\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); ok(hr == S_OK, "IGamepadStatics_get_Gamepads failed, hr %#lx\n", hr); hr = IVectorView_Gamepad_QueryInterface(gamepads, &IID_IInspectable, (void **)&tmp_inspectable); ok(hr == S_OK, "IVectorView_Gamepad_QueryInterface failed, hr %#lx\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 %#lx\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 %#lx\n", hr); ok(size != 0xdeadbeef, "IVectorView_Gamepad_get_Size returned %u\n", size); gamepad = (IGamepad *)0xdeadbeef; hr = IVectorView_Gamepad_GetAt(gamepads, size, &gamepad); ok(hr == E_BOUNDS, "IVectorView_Gamepad_GetAt failed, hr %#lx\n", hr); ok(gamepad == NULL, "IVectorView_Gamepad_GetAt returned %p\n", gamepad); hr = IVectorView_Gamepad_GetMany(gamepads, size, 1, &gamepad, &size); ok(hr == E_BOUNDS, "IVectorView_Gamepad_GetMany failed, hr %#lx\n", hr); ok(size == 0, "IVectorView_Gamepad_GetMany returned count %u\n", size); size = 0xdeadbeef; found = TRUE; gamepad = (IGamepad *)0xdeadbeef; hr = IVectorView_Gamepad_IndexOf(gamepads, gamepad, &size, &found); ok(hr == S_OK, "IVectorView_Gamepad_IndexOf failed, hr %#lx\n", hr); ok(size == 0 && found == FALSE, "IVectorView_Gamepad_IndexOf returned size %d, found %d\n", size, found); IVectorView_Gamepad_Release(gamepads); token.value = 0xdeadbeef; hr = IGamepadStatics_add_GamepadAdded(gamepad_statics, &gamepad_event_handler.IEventHandler_Gamepad_iface, &token); ok(hr == S_OK, "IGamepadStatics_add_GamepadAdded failed, hr %#lx\n", hr); ok(token.value != 0xdeadbeef, "IGamepadStatics_add_GamepadAdded returned token %#I64x\n", token.value); hr = IGamepadStatics_remove_GamepadAdded(gamepad_statics, token); ok(hr == S_OK, "IGamepadStatics_add_GamepadAdded failed, hr %#lx\n", hr); token.value = 0xdeadbeef; hr = IGamepadStatics_add_GamepadRemoved(gamepad_statics, &gamepad_event_handler.IEventHandler_Gamepad_iface, &token); ok(hr == S_OK, "IGamepadStatics_add_GamepadRemoved failed, hr %#lx\n", hr); ok(token.value != 0xdeadbeef, "IGamepadStatics_add_GamepadRemoved returned token %#I64x\n", token.value); hr = IGamepadStatics_remove_GamepadRemoved(gamepad_statics, token); ok(hr == S_OK, "IGamepadStatics_add_GamepadAdded failed, hr %#lx\n", hr); hr = IGamepadStatics_add_GamepadAdded(gamepad_statics, NULL, &token); ok(hr == E_INVALIDARG, "IGamepadStatics_add_GamepadAdded failed, hr %#lx\n", hr); IGamepadStatics_Release(gamepad_statics); IAgileObject_Release(agile_object); IInspectable_Release(inspectable); IActivationFactory_Release(factory); WindowsDeleteString(str); RoUninitialize(); } struct controller_event_handler { IEventHandler_RawGameController IEventHandler_RawGameController_iface; LONG ref; }; static inline struct controller_event_handler *impl_from_IEventHandler_RawGameController(IEventHandler_RawGameController *iface) { return CONTAINING_RECORD(iface, struct controller_event_handler, IEventHandler_RawGameController_iface); } static HRESULT STDMETHODCALLTYPE controller_event_handler_QueryInterface( IEventHandler_RawGameController *iface, REFIID iid, void **out) { if (IsEqualGUID(iid, &IID_IUnknown) || IsEqualGUID(iid, &IID_IEventHandler_RawGameController)) { 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 controller_event_handler_AddRef( IEventHandler_RawGameController *iface) { struct controller_event_handler *impl = impl_from_IEventHandler_RawGameController(iface); ULONG ref = InterlockedIncrement(&impl->ref); return ref; } static ULONG STDMETHODCALLTYPE controller_event_handler_Release( IEventHandler_RawGameController *iface) { struct controller_event_handler *impl = impl_from_IEventHandler_RawGameController(iface); ULONG ref = InterlockedDecrement(&impl->ref); return ref; } static HRESULT STDMETHODCALLTYPE controller_event_handler_Invoke( IEventHandler_RawGameController *iface, IInspectable *sender, IRawGameController *args) { trace("iface %p, sender %p, args %p\n", iface, sender, args); return S_OK; } static const IEventHandler_RawGameControllerVtbl controller_event_handler_vtbl = { controller_event_handler_QueryInterface, controller_event_handler_AddRef, controller_event_handler_Release, /*** IEventHandler methods ***/ controller_event_handler_Invoke, }; static void test_RawGameController(void) { static const WCHAR *controller_name = L"Windows.Gaming.Input.RawGameController"; struct controller_event_handler controller_event_handler; EventRegistrationToken token; IVectorView_RawGameController *controllers = NULL; IActivationFactory *factory = NULL; IRawGameControllerStatics *controller_statics = NULL; IInspectable *inspectable = NULL, *tmp_inspectable = NULL; IAgileObject *agile_object = NULL, *tmp_agile_object = NULL; IRawGameController *controller; BOOLEAN found; HSTRING str; HRESULT hr; UINT32 size; controller_event_handler.IEventHandler_RawGameController_iface.lpVtbl = &controller_event_handler_vtbl; hr = RoInitialize(RO_INIT_MULTITHREADED); ok(hr == S_OK || hr == S_FALSE, "RoInitialize failed, hr %#lx\n", hr); hr = WindowsCreateString(controller_name, wcslen(controller_name), &str); ok(hr == S_OK, "WindowsCreateString failed, hr %#lx\n", hr); hr = RoGetActivationFactory(str, &IID_IActivationFactory, (void **)&factory); ok(hr == S_OK || broken(hr == REGDB_E_CLASSNOTREG), "RoGetActivationFactory failed, hr %#lx\n", hr); if (hr == REGDB_E_CLASSNOTREG) { win_skip("%s runtimeclass not registered, skipping tests.\n", wine_dbgstr_w(controller_name)); return; } hr = IActivationFactory_QueryInterface(factory, &IID_IInspectable, (void **)&inspectable); ok(hr == S_OK, "IActivationFactory_QueryInterface IID_IInspectable failed, hr %#lx\n", hr); hr = IActivationFactory_QueryInterface(factory, &IID_IAgileObject, (void **)&agile_object); ok(hr == S_OK, "IActivationFactory_QueryInterface IID_IAgileObject failed, hr %#lx\n", hr); hr = IActivationFactory_QueryInterface(factory, &IID_IRawGameControllerStatics, (void **)&controller_statics); ok(hr == S_OK, "IActivationFactory_QueryInterface IID_IRawGameControllerStatics failed, hr %#lx\n", hr); hr = IRawGameControllerStatics_QueryInterface(controller_statics, &IID_IInspectable, (void **)&tmp_inspectable); ok(hr == S_OK, "IRawGameControllerStatics_QueryInterface IID_IInspectable failed, hr %#lx\n", hr); ok(tmp_inspectable == inspectable, "IRawGameControllerStatics_QueryInterface IID_IInspectable returned %p, expected %p\n", tmp_inspectable, inspectable); IInspectable_Release(tmp_inspectable); hr = IRawGameControllerStatics_QueryInterface(controller_statics, &IID_IAgileObject, (void **)&tmp_agile_object); ok(hr == S_OK, "IRawGameControllerStatics_QueryInterface IID_IAgileObject failed, hr %#lx\n", hr); ok(tmp_agile_object == agile_object, "IRawGameControllerStatics_QueryInterface IID_IAgileObject returned %p, expected %p\n", tmp_agile_object, agile_object); IAgileObject_Release(tmp_agile_object); hr = IRawGameControllerStatics_get_RawGameControllers(controller_statics, &controllers); ok(hr == S_OK, "IRawGameControllerStatics_get_RawGameControllers failed, hr %#lx\n", hr); hr = IVectorView_RawGameController_QueryInterface(controllers, &IID_IInspectable, (void **)&tmp_inspectable); ok(hr == S_OK, "IVectorView_RawGameController_QueryInterface failed, hr %#lx\n", hr); ok(tmp_inspectable != inspectable, "IVectorView_RawGameController_QueryInterface returned %p, expected %p\n", tmp_inspectable, inspectable); IInspectable_Release(tmp_inspectable); hr = IVectorView_RawGameController_QueryInterface(controllers, &IID_IAgileObject, (void **)&tmp_agile_object); ok(hr == S_OK, "IVectorView_RawGameController_QueryInterface failed, hr %#lx\n", hr); ok(tmp_agile_object != agile_object, "IVectorView_RawGameController_QueryInterface IID_IAgileObject returned agile_object\n"); IAgileObject_Release(tmp_agile_object); size = 0xdeadbeef; hr = IVectorView_RawGameController_get_Size(controllers, &size); ok(hr == S_OK, "IVectorView_RawGameController_get_Size failed, hr %#lx\n", hr); ok(size != 0xdeadbeef, "IVectorView_RawGameController_get_Size returned %u\n", size); hr = IVectorView_RawGameController_GetMany(controllers, size, 1, &controller, &size); ok(hr == E_BOUNDS, "IVectorView_RawGameController_GetMany failed, hr %#lx\n", hr); ok(size == 0, "IVectorView_RawGameController_GetMany returned count %u\n", size); controller = (IRawGameController *)0xdeadbeef; hr = IVectorView_RawGameController_GetAt(controllers, size, &controller); ok(hr == E_BOUNDS, "IVectorView_RawGameController_GetAt failed, hr %#lx\n", hr); ok(controller == NULL, "IVectorView_RawGameController_GetAt returned %p\n", controller); size = 0xdeadbeef; found = TRUE; controller = (IRawGameController *)0xdeadbeef; hr = IVectorView_RawGameController_IndexOf(controllers, controller, &size, &found); ok(hr == S_OK, "IVectorView_RawGameController_IndexOf failed, hr %#lx\n", hr); ok(size == 0 && found == FALSE, "IVectorView_RawGameController_IndexOf returned size %d, found %d\n", size, found); IVectorView_RawGameController_Release(controllers); token.value = 0xdeadbeef; hr = IRawGameControllerStatics_add_RawGameControllerAdded(controller_statics, &controller_event_handler.IEventHandler_RawGameController_iface, &token); ok(hr == S_OK, "IRawGameControllerStatics_add_RawGameControllerAdded failed, hr %#lx\n", hr); ok(token.value != 0xdeadbeef, "IRawGameControllerStatics_add_RawGameControllerAdded returned token %#I64x\n", token.value); hr = IRawGameControllerStatics_remove_RawGameControllerAdded(controller_statics, token); ok(hr == S_OK, "IRawGameControllerStatics_add_RawGameControllerAdded failed, hr %#lx\n", hr); token.value = 0xdeadbeef; hr = IRawGameControllerStatics_add_RawGameControllerRemoved(controller_statics, &controller_event_handler.IEventHandler_RawGameController_iface, &token); ok(hr == S_OK, "IRawGameControllerStatics_add_RawGameControllerRemoved failed, hr %#lx\n", hr); ok(token.value != 0xdeadbeef, "IRawGameControllerStatics_add_RawGameControllerRemoved returned token %#I64x\n", token.value); hr = IRawGameControllerStatics_remove_RawGameControllerRemoved(controller_statics, token); ok(hr == S_OK, "IRawGameControllerStatics_add_RawGameControllerAdded failed, hr %#lx\n", hr); hr = IRawGameControllerStatics_add_RawGameControllerAdded(controller_statics, NULL, &token); ok(hr == E_INVALIDARG, "IRawGameControllerStatics_add_RawGameControllerAdded failed, hr %#lx\n", hr); IRawGameControllerStatics_Release(controller_statics); IAgileObject_Release(agile_object); IInspectable_Release(inspectable); IActivationFactory_Release(factory); WindowsDeleteString(str); RoUninitialize(); } START_TEST(input) { test_Gamepad(); test_RawGameController(); }