windows.gaming.input: Stub GameControllerFactoryManager runtimeclass.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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45eb5d0909
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435ac84c21
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@ -5,6 +5,7 @@ C_SRCS = \
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controller.c \
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gamepad.c \
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main.c \
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manager.c \
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vector.c
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IDL_SRCS = classes.idl
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@ -49,6 +49,8 @@ HRESULT WINAPI DllGetActivationFactory( HSTRING class_str, IActivationFactory **
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IActivationFactory_AddRef( (*factory = controller_factory) );
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if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_Gamepad ))
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IActivationFactory_AddRef( (*factory = gamepad_factory) );
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if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_Custom_GameControllerFactoryManager ))
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IActivationFactory_AddRef( (*factory = manager_factory) );
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if (*factory) return S_OK;
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return REGDB_E_CLASSNOTREG;
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@ -0,0 +1,201 @@
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/* WinRT Windows.Gaming.Input implementation
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*
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* Copyright 2022 Rémi Bernon for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "private.h"
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#include "wine/debug.h"
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#include "wine/list.h"
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WINE_DEFAULT_DEBUG_CHANNEL(input);
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struct manager_statics
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{
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IActivationFactory IActivationFactory_iface;
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IGameControllerFactoryManagerStatics IGameControllerFactoryManagerStatics_iface;
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IGameControllerFactoryManagerStatics2 IGameControllerFactoryManagerStatics2_iface;
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LONG ref;
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};
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static inline struct manager_statics *impl_from_IActivationFactory( IActivationFactory *iface )
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{
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return CONTAINING_RECORD( iface, struct manager_statics, IActivationFactory_iface );
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}
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static HRESULT WINAPI factory_QueryInterface( IActivationFactory *iface, REFIID iid, void **out )
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{
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struct manager_statics *impl = impl_from_IActivationFactory( iface );
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TRACE( "iface %p, iid %s, out %p.\n", iface, debugstr_guid( iid ), out );
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if (IsEqualGUID( iid, &IID_IUnknown ) ||
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IsEqualGUID( iid, &IID_IInspectable ) ||
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IsEqualGUID( iid, &IID_IAgileObject ) ||
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IsEqualGUID( iid, &IID_IActivationFactory ))
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{
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IInspectable_AddRef( (*out = &impl->IActivationFactory_iface) );
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return S_OK;
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}
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if (IsEqualGUID( iid, &IID_IGameControllerFactoryManagerStatics ))
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{
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IInspectable_AddRef( (*out = &impl->IGameControllerFactoryManagerStatics_iface) );
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return S_OK;
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}
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if (IsEqualGUID( iid, &IID_IGameControllerFactoryManagerStatics2 ))
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{
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IInspectable_AddRef( (*out = &impl->IGameControllerFactoryManagerStatics2_iface) );
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return S_OK;
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}
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FIXME( "%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid( iid ) );
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*out = NULL;
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return E_NOINTERFACE;
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}
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static ULONG WINAPI factory_AddRef( IActivationFactory *iface )
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{
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struct manager_statics *impl = impl_from_IActivationFactory( iface );
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ULONG ref = InterlockedIncrement( &impl->ref );
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TRACE( "iface %p increasing refcount to %lu.\n", iface, ref );
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return ref;
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}
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static ULONG WINAPI factory_Release( IActivationFactory *iface )
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{
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struct manager_statics *impl = impl_from_IActivationFactory( iface );
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ULONG ref = InterlockedDecrement( &impl->ref );
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TRACE( "iface %p decreasing refcount to %lu.\n", iface, ref );
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return ref;
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}
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static HRESULT WINAPI factory_GetIids( IActivationFactory *iface, ULONG *iid_count, IID **iids )
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{
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FIXME( "iface %p, iid_count %p, iids %p stub!\n", iface, iid_count, iids );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI factory_GetRuntimeClassName( IActivationFactory *iface, HSTRING *class_name )
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{
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FIXME( "iface %p, class_name %p stub!\n", iface, class_name );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI factory_GetTrustLevel( IActivationFactory *iface, TrustLevel *trust_level )
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{
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FIXME( "iface %p, trust_level %p stub!\n", iface, trust_level );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI factory_ActivateInstance( IActivationFactory *iface, IInspectable **instance )
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{
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FIXME( "iface %p, instance %p stub!\n", iface, instance );
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return E_NOTIMPL;
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}
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static const struct IActivationFactoryVtbl factory_vtbl =
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{
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factory_QueryInterface,
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factory_AddRef,
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factory_Release,
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/* IInspectable methods */
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factory_GetIids,
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factory_GetRuntimeClassName,
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factory_GetTrustLevel,
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/* IActivationFactory methods */
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factory_ActivateInstance,
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};
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DEFINE_IINSPECTABLE( statics, IGameControllerFactoryManagerStatics, struct manager_statics, IActivationFactory_iface )
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static HRESULT WINAPI
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statics_RegisterCustomFactoryForGipInterface( IGameControllerFactoryManagerStatics *iface,
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ICustomGameControllerFactory *factory,
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GUID interface_id )
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{
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FIXME( "iface %p, factory %p, interface_id %s stub!\n", iface, factory, debugstr_guid(&interface_id) );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI
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statics_RegisterCustomFactoryForHardwareId( IGameControllerFactoryManagerStatics *iface,
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ICustomGameControllerFactory *factory,
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UINT16 vendor_id, UINT16 product_id )
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{
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FIXME( "iface %p, factory %p, vendor_id %u, product_id %u stub!\n", iface, factory, vendor_id, product_id );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI
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statics_RegisterCustomFactoryForXusbType( IGameControllerFactoryManagerStatics *iface,
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ICustomGameControllerFactory *factory,
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XusbDeviceType type, XusbDeviceSubtype subtype )
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{
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FIXME( "iface %p, factory %p, type %d, subtype %d stub!\n", iface, factory, type, subtype );
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return E_NOTIMPL;
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}
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static const struct IGameControllerFactoryManagerStaticsVtbl statics_vtbl =
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{
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statics_QueryInterface,
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statics_AddRef,
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statics_Release,
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/* IInspectable methods */
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statics_GetIids,
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statics_GetRuntimeClassName,
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statics_GetTrustLevel,
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/* IGameControllerFactoryManagerStatics methods */
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statics_RegisterCustomFactoryForGipInterface,
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statics_RegisterCustomFactoryForHardwareId,
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statics_RegisterCustomFactoryForXusbType,
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};
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DEFINE_IINSPECTABLE( statics2, IGameControllerFactoryManagerStatics2, struct manager_statics, IActivationFactory_iface )
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static HRESULT WINAPI
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statics2_TryGetFactoryControllerFromGameController( IGameControllerFactoryManagerStatics2 *iface,
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ICustomGameControllerFactory *factory,
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IGameController *controller, IGameController **value )
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{
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FIXME( "iface %p, factory %p, controller %p, value %p stub!\n", iface, factory, controller, value );
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return E_NOTIMPL;
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}
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static const struct IGameControllerFactoryManagerStatics2Vtbl statics2_vtbl =
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{
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statics2_QueryInterface,
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statics2_AddRef,
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statics2_Release,
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/* IInspectable methods */
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statics2_GetIids,
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statics2_GetRuntimeClassName,
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statics2_GetTrustLevel,
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/* IGameControllerFactoryManagerStatics2 methods */
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statics2_TryGetFactoryControllerFromGameController,
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};
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static struct manager_statics manager_statics =
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{
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{&factory_vtbl},
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{&statics_vtbl},
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{&statics2_vtbl},
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1,
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};
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IActivationFactory *manager_factory = &manager_statics.IActivationFactory_iface;
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@ -32,10 +32,12 @@
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#define WIDL_using_Windows_Foundation_Collections
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#include "windows.foundation.h"
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#define WIDL_using_Windows_Gaming_Input
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#include "windows.gaming.input.h"
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#define WIDL_using_Windows_Gaming_Input_Custom
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#include "windows.gaming.input.custom.h"
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extern IActivationFactory *controller_factory;
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extern IActivationFactory *gamepad_factory;
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extern IActivationFactory *manager_factory;
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extern HRESULT vector_create( REFIID iid, REFIID view_iid, void **out );
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