windows.gaming.input: Stub GameControllerFactoryManager runtimeclass.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
45eb5d0909
commit
435ac84c21
|
@ -5,6 +5,7 @@ C_SRCS = \
|
||||||
controller.c \
|
controller.c \
|
||||||
gamepad.c \
|
gamepad.c \
|
||||||
main.c \
|
main.c \
|
||||||
|
manager.c \
|
||||||
vector.c
|
vector.c
|
||||||
|
|
||||||
IDL_SRCS = classes.idl
|
IDL_SRCS = classes.idl
|
||||||
|
|
|
@ -49,6 +49,8 @@ HRESULT WINAPI DllGetActivationFactory( HSTRING class_str, IActivationFactory **
|
||||||
IActivationFactory_AddRef( (*factory = controller_factory) );
|
IActivationFactory_AddRef( (*factory = controller_factory) );
|
||||||
if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_Gamepad ))
|
if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_Gamepad ))
|
||||||
IActivationFactory_AddRef( (*factory = gamepad_factory) );
|
IActivationFactory_AddRef( (*factory = gamepad_factory) );
|
||||||
|
if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_Custom_GameControllerFactoryManager ))
|
||||||
|
IActivationFactory_AddRef( (*factory = manager_factory) );
|
||||||
|
|
||||||
if (*factory) return S_OK;
|
if (*factory) return S_OK;
|
||||||
return REGDB_E_CLASSNOTREG;
|
return REGDB_E_CLASSNOTREG;
|
||||||
|
|
|
@ -0,0 +1,201 @@
|
||||||
|
/* WinRT Windows.Gaming.Input implementation
|
||||||
|
*
|
||||||
|
* Copyright 2022 Rémi 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
|
||||||
|
*/
|
||||||
|
|
||||||
|
#include "private.h"
|
||||||
|
|
||||||
|
#include "wine/debug.h"
|
||||||
|
#include "wine/list.h"
|
||||||
|
|
||||||
|
WINE_DEFAULT_DEBUG_CHANNEL(input);
|
||||||
|
|
||||||
|
struct manager_statics
|
||||||
|
{
|
||||||
|
IActivationFactory IActivationFactory_iface;
|
||||||
|
IGameControllerFactoryManagerStatics IGameControllerFactoryManagerStatics_iface;
|
||||||
|
IGameControllerFactoryManagerStatics2 IGameControllerFactoryManagerStatics2_iface;
|
||||||
|
LONG ref;
|
||||||
|
};
|
||||||
|
|
||||||
|
static inline struct manager_statics *impl_from_IActivationFactory( IActivationFactory *iface )
|
||||||
|
{
|
||||||
|
return CONTAINING_RECORD( iface, struct manager_statics, IActivationFactory_iface );
|
||||||
|
}
|
||||||
|
|
||||||
|
static HRESULT WINAPI factory_QueryInterface( IActivationFactory *iface, REFIID iid, void **out )
|
||||||
|
{
|
||||||
|
struct manager_statics *impl = impl_from_IActivationFactory( iface );
|
||||||
|
|
||||||
|
TRACE( "iface %p, iid %s, out %p.\n", iface, debugstr_guid( iid ), out );
|
||||||
|
|
||||||
|
if (IsEqualGUID( iid, &IID_IUnknown ) ||
|
||||||
|
IsEqualGUID( iid, &IID_IInspectable ) ||
|
||||||
|
IsEqualGUID( iid, &IID_IAgileObject ) ||
|
||||||
|
IsEqualGUID( iid, &IID_IActivationFactory ))
|
||||||
|
{
|
||||||
|
IInspectable_AddRef( (*out = &impl->IActivationFactory_iface) );
|
||||||
|
return S_OK;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (IsEqualGUID( iid, &IID_IGameControllerFactoryManagerStatics ))
|
||||||
|
{
|
||||||
|
IInspectable_AddRef( (*out = &impl->IGameControllerFactoryManagerStatics_iface) );
|
||||||
|
return S_OK;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (IsEqualGUID( iid, &IID_IGameControllerFactoryManagerStatics2 ))
|
||||||
|
{
|
||||||
|
IInspectable_AddRef( (*out = &impl->IGameControllerFactoryManagerStatics2_iface) );
|
||||||
|
return S_OK;
|
||||||
|
}
|
||||||
|
|
||||||
|
FIXME( "%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid( iid ) );
|
||||||
|
*out = NULL;
|
||||||
|
return E_NOINTERFACE;
|
||||||
|
}
|
||||||
|
|
||||||
|
static ULONG WINAPI factory_AddRef( IActivationFactory *iface )
|
||||||
|
{
|
||||||
|
struct manager_statics *impl = impl_from_IActivationFactory( iface );
|
||||||
|
ULONG ref = InterlockedIncrement( &impl->ref );
|
||||||
|
TRACE( "iface %p increasing refcount to %lu.\n", iface, ref );
|
||||||
|
return ref;
|
||||||
|
}
|
||||||
|
|
||||||
|
static ULONG WINAPI factory_Release( IActivationFactory *iface )
|
||||||
|
{
|
||||||
|
struct manager_statics *impl = impl_from_IActivationFactory( iface );
|
||||||
|
ULONG ref = InterlockedDecrement( &impl->ref );
|
||||||
|
TRACE( "iface %p decreasing refcount to %lu.\n", iface, ref );
|
||||||
|
return ref;
|
||||||
|
}
|
||||||
|
|
||||||
|
static HRESULT WINAPI factory_GetIids( IActivationFactory *iface, ULONG *iid_count, IID **iids )
|
||||||
|
{
|
||||||
|
FIXME( "iface %p, iid_count %p, iids %p stub!\n", iface, iid_count, iids );
|
||||||
|
return E_NOTIMPL;
|
||||||
|
}
|
||||||
|
|
||||||
|
static HRESULT WINAPI factory_GetRuntimeClassName( IActivationFactory *iface, HSTRING *class_name )
|
||||||
|
{
|
||||||
|
FIXME( "iface %p, class_name %p stub!\n", iface, class_name );
|
||||||
|
return E_NOTIMPL;
|
||||||
|
}
|
||||||
|
|
||||||
|
static HRESULT WINAPI factory_GetTrustLevel( IActivationFactory *iface, TrustLevel *trust_level )
|
||||||
|
{
|
||||||
|
FIXME( "iface %p, trust_level %p stub!\n", iface, trust_level );
|
||||||
|
return E_NOTIMPL;
|
||||||
|
}
|
||||||
|
|
||||||
|
static HRESULT WINAPI factory_ActivateInstance( IActivationFactory *iface, IInspectable **instance )
|
||||||
|
{
|
||||||
|
FIXME( "iface %p, instance %p stub!\n", iface, instance );
|
||||||
|
return E_NOTIMPL;
|
||||||
|
}
|
||||||
|
|
||||||
|
static const struct IActivationFactoryVtbl factory_vtbl =
|
||||||
|
{
|
||||||
|
factory_QueryInterface,
|
||||||
|
factory_AddRef,
|
||||||
|
factory_Release,
|
||||||
|
/* IInspectable methods */
|
||||||
|
factory_GetIids,
|
||||||
|
factory_GetRuntimeClassName,
|
||||||
|
factory_GetTrustLevel,
|
||||||
|
/* IActivationFactory methods */
|
||||||
|
factory_ActivateInstance,
|
||||||
|
};
|
||||||
|
|
||||||
|
DEFINE_IINSPECTABLE( statics, IGameControllerFactoryManagerStatics, struct manager_statics, IActivationFactory_iface )
|
||||||
|
|
||||||
|
static HRESULT WINAPI
|
||||||
|
statics_RegisterCustomFactoryForGipInterface( IGameControllerFactoryManagerStatics *iface,
|
||||||
|
ICustomGameControllerFactory *factory,
|
||||||
|
GUID interface_id )
|
||||||
|
{
|
||||||
|
FIXME( "iface %p, factory %p, interface_id %s stub!\n", iface, factory, debugstr_guid(&interface_id) );
|
||||||
|
return E_NOTIMPL;
|
||||||
|
}
|
||||||
|
|
||||||
|
static HRESULT WINAPI
|
||||||
|
statics_RegisterCustomFactoryForHardwareId( IGameControllerFactoryManagerStatics *iface,
|
||||||
|
ICustomGameControllerFactory *factory,
|
||||||
|
UINT16 vendor_id, UINT16 product_id )
|
||||||
|
{
|
||||||
|
FIXME( "iface %p, factory %p, vendor_id %u, product_id %u stub!\n", iface, factory, vendor_id, product_id );
|
||||||
|
return E_NOTIMPL;
|
||||||
|
}
|
||||||
|
|
||||||
|
static HRESULT WINAPI
|
||||||
|
statics_RegisterCustomFactoryForXusbType( IGameControllerFactoryManagerStatics *iface,
|
||||||
|
ICustomGameControllerFactory *factory,
|
||||||
|
XusbDeviceType type, XusbDeviceSubtype subtype )
|
||||||
|
{
|
||||||
|
FIXME( "iface %p, factory %p, type %d, subtype %d stub!\n", iface, factory, type, subtype );
|
||||||
|
return E_NOTIMPL;
|
||||||
|
}
|
||||||
|
|
||||||
|
static const struct IGameControllerFactoryManagerStaticsVtbl statics_vtbl =
|
||||||
|
{
|
||||||
|
statics_QueryInterface,
|
||||||
|
statics_AddRef,
|
||||||
|
statics_Release,
|
||||||
|
/* IInspectable methods */
|
||||||
|
statics_GetIids,
|
||||||
|
statics_GetRuntimeClassName,
|
||||||
|
statics_GetTrustLevel,
|
||||||
|
/* IGameControllerFactoryManagerStatics methods */
|
||||||
|
statics_RegisterCustomFactoryForGipInterface,
|
||||||
|
statics_RegisterCustomFactoryForHardwareId,
|
||||||
|
statics_RegisterCustomFactoryForXusbType,
|
||||||
|
};
|
||||||
|
|
||||||
|
DEFINE_IINSPECTABLE( statics2, IGameControllerFactoryManagerStatics2, struct manager_statics, IActivationFactory_iface )
|
||||||
|
|
||||||
|
static HRESULT WINAPI
|
||||||
|
statics2_TryGetFactoryControllerFromGameController( IGameControllerFactoryManagerStatics2 *iface,
|
||||||
|
ICustomGameControllerFactory *factory,
|
||||||
|
IGameController *controller, IGameController **value )
|
||||||
|
{
|
||||||
|
FIXME( "iface %p, factory %p, controller %p, value %p stub!\n", iface, factory, controller, value );
|
||||||
|
return E_NOTIMPL;
|
||||||
|
}
|
||||||
|
|
||||||
|
static const struct IGameControllerFactoryManagerStatics2Vtbl statics2_vtbl =
|
||||||
|
{
|
||||||
|
statics2_QueryInterface,
|
||||||
|
statics2_AddRef,
|
||||||
|
statics2_Release,
|
||||||
|
/* IInspectable methods */
|
||||||
|
statics2_GetIids,
|
||||||
|
statics2_GetRuntimeClassName,
|
||||||
|
statics2_GetTrustLevel,
|
||||||
|
/* IGameControllerFactoryManagerStatics2 methods */
|
||||||
|
statics2_TryGetFactoryControllerFromGameController,
|
||||||
|
};
|
||||||
|
|
||||||
|
static struct manager_statics manager_statics =
|
||||||
|
{
|
||||||
|
{&factory_vtbl},
|
||||||
|
{&statics_vtbl},
|
||||||
|
{&statics2_vtbl},
|
||||||
|
1,
|
||||||
|
};
|
||||||
|
|
||||||
|
IActivationFactory *manager_factory = &manager_statics.IActivationFactory_iface;
|
|
@ -32,10 +32,12 @@
|
||||||
#define WIDL_using_Windows_Foundation_Collections
|
#define WIDL_using_Windows_Foundation_Collections
|
||||||
#include "windows.foundation.h"
|
#include "windows.foundation.h"
|
||||||
#define WIDL_using_Windows_Gaming_Input
|
#define WIDL_using_Windows_Gaming_Input
|
||||||
#include "windows.gaming.input.h"
|
#define WIDL_using_Windows_Gaming_Input_Custom
|
||||||
|
#include "windows.gaming.input.custom.h"
|
||||||
|
|
||||||
extern IActivationFactory *controller_factory;
|
extern IActivationFactory *controller_factory;
|
||||||
extern IActivationFactory *gamepad_factory;
|
extern IActivationFactory *gamepad_factory;
|
||||||
|
extern IActivationFactory *manager_factory;
|
||||||
|
|
||||||
extern HRESULT vector_create( REFIID iid, REFIID view_iid, void **out );
|
extern HRESULT vector_create( REFIID iid, REFIID view_iid, void **out );
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue