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authorAlon Zakai <alonzakai@gmail.com>2013-12-07 10:37:25 -0500
committerAlon Zakai <alonzakai@gmail.com>2013-12-07 10:37:25 -0500
commit1a007b1631509b9d72499a8f4402294017ee04dc (patch)
tree92f8b0341497c7bd4e53aa82c690346536a244c3 /tests/sdl_joystick.c
parentdf11c6f1fd1636a355b83a1c48b3a890596e6a32 (diff)
parenteb083723747a90cb6ab9853fec8d6e8ef54748bc (diff)
Merge branch 'incoming'
Diffstat (limited to 'tests/sdl_joystick.c')
-rw-r--r--tests/sdl_joystick.c4
1 files changed, 4 insertions, 0 deletions
diff --git a/tests/sdl_joystick.c b/tests/sdl_joystick.c
index 50802c31..bdb621ab 100644
--- a/tests/sdl_joystick.c
+++ b/tests/sdl_joystick.c
@@ -72,6 +72,10 @@ void main_2(void* arg) {
assert(SDL_JoystickNumAxes(pad1) == 4);
assert(SDL_JoystickNumButtons(pad1) == 16);
+ // By default, SDL will automatically process events. Test this behavior, and then disable it.
+ assert(SDL_JoystickEventState(SDL_QUERY) == SDL_ENABLE);
+ SDL_JoystickEventState(SDL_DISABLE);
+ assert(SDL_JoystickEventState(SDL_QUERY) == SDL_DISABLE);
// Button events.
emscripten_run_script("window.simulateGamepadButtonDown(0, 1)");
// We didn't tell SDL to automatically update this joystick's state.