[PATCH 4/7] windows.gaming.input: Add stub dll.
Jacek Caban
jacek at codeweavers.com
Wed Mar 17 08:52:50 CDT 2021
On 17.03.2021 14:33, Rémi Bernon wrote:
>> +
>> + size = 0xdeadbeef;
>> + hr = IVectorView_Gamepad_get_Size(gamepads, &size);
>> + ok(SUCCEEDED(hr), "IVectorView_Gamepad_QueryInterface failed, hr
>> %#x\n", hr);
>> + todo_wine ok(size != 0xdeadbeef, "IVectorView_Gamepad_get_Size
>> returned %u\n", size);
>> +
>> + rc = IVectorView_Gamepad_Release(gamepads);
>> + todo_wine ok(rc == 1, "IVectorView_Gamepad_Release returned
>> unexpected refcount %d\n", rc);
>> +
>
> There's a typo in the message here and the refcount test could
> probably be dropped as I dropped the others. Compared to
> windows.media.speechsynthesis tests, refcount for these classes isn't
> always the same on the testbot Windows VMs, so it didn't seem very
> relevant to keep the tests.
Yes, tests for exact ref count values are very rarely interesting and it
would be better to drop them.
> However, I've got more tests to send with GamepadAdded/Removed event
> handlers as well as RawGameController runtimeclass, so unless there's
> some other changes to make elsewhere I'd rather not resend this series
> just for that.
There are some things that I would find nice to change. I didn't want to
reject speech patches just for that, but since it's becoming a template,
it's worth mentioning:
- Testing for the exact (usually S_OK) value instead of SUCCEED() in
ok() macros is generally better. It's more strict and catches cases
where we should return things like S_FALSE instead.
- I would call tests something like input.c instead. We will never have
more test files for most of those DLLs, so if we need some 'non-statics'
tests in the future, it would be good if they fit the existing file.
Thanks,
Jacek
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