/** * Joystick test suite */ #include #include #include "../src/joystick/usb_ids.h" #include "testautomation_suites.h" /* ================= Test Case Implementation ================== */ /* Test case functions */ /** * Check virtual joystick creation * * \sa SDL_AttachVirtualJoystickEx */ static int TestVirtualJoystick(void *arg) { SDL_VirtualJoystickDesc desc; SDL_Joystick *joystick = NULL; SDL_Gamepad *gamepad = NULL; SDL_JoystickID device_id; SDLTest_AssertCheck(SDL_InitSubSystem(SDL_INIT_GAMEPAD) == 0, "SDL_InitSubSystem(SDL_INIT_GAMEPAD)"); SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1"); SDL_zero(desc); desc.version = SDL_VIRTUAL_JOYSTICK_DESC_VERSION; desc.type = SDL_JOYSTICK_TYPE_GAMEPAD; desc.naxes = SDL_GAMEPAD_AXIS_MAX; desc.nbuttons = SDL_GAMEPAD_BUTTON_MAX; desc.vendor_id = USB_VENDOR_NVIDIA; desc.product_id = USB_PRODUCT_NVIDIA_SHIELD_CONTROLLER_V104; desc.name = "Virtual NVIDIA SHIELD Controller"; device_id = SDL_AttachVirtualJoystickEx(&desc); SDLTest_AssertCheck(device_id > 0, "SDL_AttachVirtualJoystickEx()"); SDLTest_AssertCheck(SDL_IsJoystickVirtual(device_id), "SDL_IsJoystickVirtual()"); if (device_id > 0) { joystick = SDL_OpenJoystick(device_id); SDLTest_AssertCheck(joystick != NULL, "SDL_OpenJoystick()"); if (joystick) { SDLTest_AssertCheck(SDL_strcmp(SDL_GetJoystickName(joystick), desc.name) == 0, "SDL_GetJoystickName()"); SDLTest_AssertCheck(SDL_GetJoystickVendor(joystick) == desc.vendor_id, "SDL_GetJoystickVendor()"); SDLTest_AssertCheck(SDL_GetJoystickProduct(joystick) == desc.product_id, "SDL_GetJoystickProduct()"); SDLTest_AssertCheck(SDL_GetJoystickProductVersion(joystick) == 0, "SDL_GetJoystickProductVersion()"); SDLTest_AssertCheck(SDL_GetJoystickFirmwareVersion(joystick) == 0, "SDL_GetJoystickFirmwareVersion()"); SDLTest_AssertCheck(SDL_GetJoystickSerial(joystick) == NULL, "SDL_GetJoystickSerial()"); SDLTest_AssertCheck(SDL_GetJoystickType(joystick) == desc.type, "SDL_GetJoystickType()"); SDLTest_AssertCheck(SDL_GetNumJoystickAxes(joystick) == desc.naxes, "SDL_GetNumJoystickAxes()"); SDLTest_AssertCheck(SDL_GetNumJoystickHats(joystick) == desc.nhats, "SDL_GetNumJoystickHats()"); SDLTest_AssertCheck(SDL_GetNumJoystickButtons(joystick) == desc.nbuttons, "SDL_GetNumJoystickButtons()"); SDLTest_AssertCheck(SDL_SetJoystickVirtualButton(joystick, SDL_GAMEPAD_BUTTON_SOUTH, SDL_PRESSED) == 0, "SDL_SetJoystickVirtualButton(SDL_GAMEPAD_BUTTON_SOUTH, SDL_PRESSED)"); SDL_UpdateJoysticks(); SDLTest_AssertCheck(SDL_GetJoystickButton(joystick, SDL_GAMEPAD_BUTTON_SOUTH) == SDL_PRESSED, "SDL_GetJoystickButton(SDL_GAMEPAD_BUTTON_SOUTH) == SDL_PRESSED"); SDLTest_AssertCheck(SDL_SetJoystickVirtualButton(joystick, SDL_GAMEPAD_BUTTON_SOUTH, SDL_RELEASED) == 0, "SDL_SetJoystickVirtualButton(SDL_GAMEPAD_BUTTON_SOUTH, SDL_RELEASED)"); SDL_UpdateJoysticks(); SDLTest_AssertCheck(SDL_GetJoystickButton(joystick, SDL_GAMEPAD_BUTTON_SOUTH) == SDL_RELEASED, "SDL_GetJoystickButton(SDL_GAMEPAD_BUTTON_SOUTH) == SDL_RELEASED"); gamepad = SDL_OpenGamepad(SDL_GetJoystickInstanceID(joystick)); SDLTest_AssertCheck(gamepad != NULL, "SDL_OpenGamepad() succeeded"); if (gamepad) { SDLTest_AssertCheck(SDL_strcmp(SDL_GetGamepadName(gamepad), desc.name) == 0, "SDL_GetGamepadName()"); SDLTest_AssertCheck(SDL_GetGamepadVendor(gamepad) == desc.vendor_id, "SDL_GetGamepadVendor()"); SDLTest_AssertCheck(SDL_GetGamepadProduct(gamepad) == desc.product_id, "SDL_GetGamepadProduct()"); /* Set an explicit mapping with a different name */ SDL_SetGamepadMapping(SDL_GetJoystickInstanceID(joystick), "ff0013db5669727475616c2043007601,Virtual Gamepad,a:b0,b:b1,x:b2,y:b3,back:b4,guide:b5,start:b6,leftstick:b7,rightstick:b8,leftshoulder:b9,rightshoulder:b10,dpup:b11,dpdown:b12,dpleft:b13,dpright:b14,misc1:b15,paddle1:b16,paddle2:b17,paddle3:b18,paddle4:b19,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,"); SDLTest_AssertCheck(SDL_strcmp(SDL_GetGamepadName(gamepad), "Virtual Gamepad") == 0, "SDL_GetGamepadName() == Virtual Gamepad"); SDLTest_AssertCheck(SDL_GetGamepadButtonLabel(gamepad, SDL_GAMEPAD_BUTTON_SOUTH) == SDL_GAMEPAD_BUTTON_LABEL_A, "SDL_GetGamepadButtonLabel(SDL_GAMEPAD_BUTTON_SOUTH) == SDL_GAMEPAD_BUTTON_LABEL_A"); /* Set the south button and verify that the gamepad responds */ SDLTest_AssertCheck(SDL_SetJoystickVirtualButton(joystick, SDL_GAMEPAD_BUTTON_SOUTH, SDL_PRESSED) == 0, "SDL_SetJoystickVirtualButton(SDL_GAMEPAD_BUTTON_SOUTH, SDL_PRESSED)"); SDL_UpdateJoysticks(); SDLTest_AssertCheck(SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_SOUTH) == SDL_PRESSED, "SDL_GetGamepadButton(SDL_GAMEPAD_BUTTON_SOUTH) == SDL_PRESSED"); SDLTest_AssertCheck(SDL_SetJoystickVirtualButton(joystick, SDL_GAMEPAD_BUTTON_SOUTH, SDL_RELEASED) == 0, "SDL_SetJoystickVirtualButton(SDL_GAMEPAD_BUTTON_SOUTH, SDL_RELEASED)"); SDL_UpdateJoysticks(); SDLTest_AssertCheck(SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_SOUTH) == SDL_RELEASED, "SDL_GetGamepadButton(SDL_GAMEPAD_BUTTON_SOUTH) == SDL_RELEASED"); /* Set an explicit mapping with legacy Nintendo style buttons */ SDL_SetGamepadMapping(SDL_GetJoystickInstanceID(joystick), "ff0013db5669727475616c2043007601,Virtual Nintendo Gamepad,a:b1,b:b0,x:b3,y:b2,back:b4,guide:b5,start:b6,leftstick:b7,rightstick:b8,leftshoulder:b9,rightshoulder:b10,dpup:b11,dpdown:b12,dpleft:b13,dpright:b14,misc1:b15,paddle1:b16,paddle2:b17,paddle3:b18,paddle4:b19,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,hint:SDL_GAMECONTROLLER_USE_BUTTON_LABELS:=1,"); SDLTest_AssertCheck(SDL_strcmp(SDL_GetGamepadName(gamepad), "Virtual Nintendo Gamepad") == 0, "SDL_GetGamepadName() == Virtual Nintendo Gamepad"); SDLTest_AssertCheck(SDL_GetGamepadButtonLabel(gamepad, SDL_GAMEPAD_BUTTON_SOUTH) == SDL_GAMEPAD_BUTTON_LABEL_B, "SDL_GetGamepadButtonLabel(SDL_GAMEPAD_BUTTON_SOUTH) == SDL_GAMEPAD_BUTTON_LABEL_B"); /* Set the south button and verify that the gamepad responds */ SDLTest_AssertCheck(SDL_SetJoystickVirtualButton(joystick, SDL_GAMEPAD_BUTTON_SOUTH, SDL_PRESSED) == 0, "SDL_SetJoystickVirtualButton(SDL_GAMEPAD_BUTTON_SOUTH, SDL_PRESSED)"); SDL_UpdateJoysticks(); SDLTest_AssertCheck(SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_SOUTH) == SDL_PRESSED, "SDL_GetGamepadButton(SDL_GAMEPAD_BUTTON_SOUTH) == SDL_PRESSED"); SDLTest_AssertCheck(SDL_SetJoystickVirtualButton(joystick, SDL_GAMEPAD_BUTTON_SOUTH, SDL_RELEASED) == 0, "SDL_SetJoystickVirtualButton(SDL_GAMEPAD_BUTTON_SOUTH, SDL_RELEASED)"); SDL_UpdateJoysticks(); SDLTest_AssertCheck(SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_SOUTH) == SDL_RELEASED, "SDL_GetGamepadButton(SDL_GAMEPAD_BUTTON_SOUTH) == SDL_RELEASED"); /* Set an explicit mapping with PS4 style buttons */ SDL_SetGamepadMapping(SDL_GetJoystickInstanceID(joystick), "ff0013db5669727475616c2043007601,Virtual PS4 Gamepad,type:ps4,a:b0,b:b1,x:b2,y:b3,back:b4,guide:b5,start:b6,leftstick:b7,rightstick:b8,leftshoulder:b9,rightshoulder:b10,dpup:b11,dpdown:b12,dpleft:b13,dpright:b14,misc1:b15,paddle1:b16,paddle2:b17,paddle3:b18,paddle4:b19,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,"); SDLTest_AssertCheck(SDL_strcmp(SDL_GetGamepadName(gamepad), "Virtual PS4 Gamepad") == 0, "SDL_GetGamepadName() == Virtual PS4 Gamepad"); SDLTest_AssertCheck(SDL_GetGamepadButtonLabel(gamepad, SDL_GAMEPAD_BUTTON_SOUTH) == SDL_GAMEPAD_BUTTON_LABEL_CROSS, "SDL_GetGamepadButtonLabel(SDL_GAMEPAD_BUTTON_SOUTH) == SDL_GAMEPAD_BUTTON_LABEL_CROSS"); /* Set the south button and verify that the gamepad responds */ SDLTest_AssertCheck(SDL_SetJoystickVirtualButton(joystick, SDL_GAMEPAD_BUTTON_SOUTH, SDL_PRESSED) == 0, "SDL_SetJoystickVirtualButton(SDL_GAMEPAD_BUTTON_SOUTH, SDL_PRESSED)"); SDL_UpdateJoysticks(); SDLTest_AssertCheck(SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_SOUTH) == SDL_PRESSED, "SDL_GetGamepadButton(SDL_GAMEPAD_BUTTON_SOUTH) == SDL_PRESSED"); SDLTest_AssertCheck(SDL_SetJoystickVirtualButton(joystick, SDL_GAMEPAD_BUTTON_SOUTH, SDL_RELEASED) == 0, "SDL_SetJoystickVirtualButton(SDL_GAMEPAD_BUTTON_SOUTH, SDL_RELEASED)"); SDL_UpdateJoysticks(); SDLTest_AssertCheck(SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_SOUTH) == SDL_RELEASED, "SDL_GetGamepadButton(SDL_GAMEPAD_BUTTON_SOUTH) == SDL_RELEASED"); SDL_CloseGamepad(gamepad); } SDL_CloseJoystick(joystick); } SDLTest_AssertCheck(SDL_DetachVirtualJoystick(device_id) == 0, "SDL_DetachVirtualJoystick()"); } SDLTest_AssertCheck(!SDL_IsJoystickVirtual(device_id), "!SDL_IsJoystickVirtual()"); SDL_ResetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS); SDL_QuitSubSystem(SDL_INIT_GAMEPAD); return TEST_COMPLETED; } /* ================= Test References ================== */ /* Joystick routine test cases */ static const SDLTest_TestCaseReference joystickTest1 = { (SDLTest_TestCaseFp)TestVirtualJoystick, "TestVirtualJoystick", "Test virtual joystick functionality", TEST_ENABLED }; /* Sequence of Joystick routine test cases */ static const SDLTest_TestCaseReference *joystickTests[] = { &joystickTest1, NULL }; /* Joystick routine test suite (global) */ SDLTest_TestSuiteReference joystickTestSuite = { "Joystick", NULL, joystickTests, NULL };