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:
Rémi Bernon 2022-03-02 14:03:02 +01:00 committed by Alexandre Julliard
parent 45eb5d0909
commit 435ac84c21
4 changed files with 207 additions and 1 deletions

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@ -5,6 +5,7 @@ C_SRCS = \
controller.c \
gamepad.c \
main.c \
manager.c \
vector.c
IDL_SRCS = classes.idl

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@ -49,6 +49,8 @@ HRESULT WINAPI DllGetActivationFactory( HSTRING class_str, IActivationFactory **
IActivationFactory_AddRef( (*factory = controller_factory) );
if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_Gamepad ))
IActivationFactory_AddRef( (*factory = gamepad_factory) );
if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_Custom_GameControllerFactoryManager ))
IActivationFactory_AddRef( (*factory = manager_factory) );
if (*factory) return S_OK;
return REGDB_E_CLASSNOTREG;

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@ -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;

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@ -32,10 +32,12 @@
#define WIDL_using_Windows_Foundation_Collections
#include "windows.foundation.h"
#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 *gamepad_factory;
extern IActivationFactory *manager_factory;
extern HRESULT vector_create( REFIID iid, REFIID view_iid, void **out );