Sweden-Number/dlls/xinput1_3/tests/xinput.c

109 lines
3.9 KiB
C

/*
* The Wine project - Xinput Joystick Library
* Copyright 2008 Andrew Fenn
*
* 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
*/
#include <windows.h>
#include <stdio.h>
#include "xinput.h"
#include "wine/test.h"
static DWORD (WINAPI *pXInputGetState)(DWORD, XINPUT_STATE*);
static DWORD (WINAPI *pXInputGetCapabilities)(DWORD,DWORD,XINPUT_CAPABILITIES*);
static void test_get_state(void)
{
XINPUT_STATE controllerState;
DWORD controllerNum;
DWORD result;
for(controllerNum=0; controllerNum < XUSER_MAX_COUNT; controllerNum++)
{
ZeroMemory(&controllerState, sizeof(XINPUT_STATE));
result = pXInputGetState(controllerNum, &controllerState);
ok(result == ERROR_SUCCESS || result == ERROR_DEVICE_NOT_CONNECTED, "XInputGetState failed with (%d)\n", result);
if (ERROR_DEVICE_NOT_CONNECTED == result)
{
skip("Controller %d is not connected\n", controllerNum);
}
else
{
trace("-- Results for controller %d --\n", controllerNum);
trace("XInputGetState: %d\n", result);
trace("State->dwPacketNumber: %d\n", controllerState.dwPacketNumber);
trace("Gamepad Variables --\n");
trace("Gamepad.wButtons: %#x\n", controllerState.Gamepad.wButtons);
trace("Gamepad.bLeftTrigger: 0x%08x\n", controllerState.Gamepad.bLeftTrigger);
trace("Gamepad.bRightTrigger: 0x%08x\n", controllerState.Gamepad.bRightTrigger);
trace("Gamepad.sThumbLX: %d\n", controllerState.Gamepad.sThumbLX);
trace("Gamepad.sThumbLY: %d\n", controllerState.Gamepad.sThumbLY);
trace("Gamepad.sThumbRX: %d\n", controllerState.Gamepad.sThumbRX);
trace("Gamepad.sThumbRY: %d\n", controllerState.Gamepad.sThumbRY);
}
}
ZeroMemory(&controllerState, sizeof(XINPUT_STATE));
result = pXInputGetState(XUSER_MAX_COUNT+1, &controllerState);
ok(result == ERROR_BAD_ARGUMENTS, "XInputGetState returned (%d)\n", result);
}
static void test_get_capabilities(void)
{
XINPUT_CAPABILITIES capabilities;
DWORD controllerNum;
DWORD result;
for(controllerNum=0; controllerNum < XUSER_MAX_COUNT; controllerNum++)
{
ZeroMemory(&capabilities, sizeof(XINPUT_CAPABILITIES));
result = pXInputGetCapabilities(controllerNum, XINPUT_FLAG_GAMEPAD, &capabilities);
ok(result == ERROR_SUCCESS || result == ERROR_DEVICE_NOT_CONNECTED, "XInputGetCapabilities failed with (%d)\n", result);
if (ERROR_DEVICE_NOT_CONNECTED == result)
{
skip("Controller %d is not connected\n", controllerNum);
}
}
ZeroMemory(&capabilities, sizeof(XINPUT_CAPABILITIES));
result = pXInputGetCapabilities(XUSER_MAX_COUNT+1, XINPUT_FLAG_GAMEPAD, &capabilities);
ok(result == ERROR_BAD_ARGUMENTS, "XInputGetCapabilities returned (%d)\n", result);
}
START_TEST(xinput)
{
HMODULE hXinput;
hXinput = LoadLibraryA( "xinput1_3.dll" );
if (hXinput)
{
pXInputGetState = (void*)GetProcAddress(hXinput, "XInputGetState");
pXInputGetCapabilities = (void*)GetProcAddress(hXinput, "XInputGetCapabilities");
test_get_state();
test_get_capabilities();
}
else
{
skip("Could not load xinput1_3.dll\n");
}
}