windows.gaming.input: Add stub dll.

Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Jacek Caban <jacek@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Rémi Bernon 2021-03-18 09:58:44 +01:00 committed by Alexandre Julliard
parent de62ca8ab9
commit 5604d34439
8 changed files with 432 additions and 0 deletions

3
configure vendored
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@ -1659,6 +1659,7 @@ enable_wevtapi
enable_wevtsvc
enable_wiaservc
enable_wimgapi
enable_windows_gaming_input
enable_windows_media_speech
enable_windowscodecs
enable_windowscodecsext
@ -21123,6 +21124,8 @@ wine_fn_config_makefile dlls/win32s16.dll16 enable_win16
wine_fn_config_makefile dlls/win87em.dll16 enable_win16
wine_fn_config_makefile dlls/winaspi.dll16 enable_win16
wine_fn_config_makefile dlls/windebug.dll16 enable_win16
wine_fn_config_makefile dlls/windows.gaming.input enable_windows_gaming_input
wine_fn_config_makefile dlls/windows.gaming.input/tests enable_tests
wine_fn_config_makefile dlls/windows.media.speech enable_windows_media_speech
wine_fn_config_makefile dlls/windows.media.speech/tests enable_tests
wine_fn_config_makefile dlls/windowscodecs enable_windowscodecs

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@ -3801,6 +3801,8 @@ WINE_CONFIG_MAKEFILE(dlls/win32s16.dll16,enable_win16)
WINE_CONFIG_MAKEFILE(dlls/win87em.dll16,enable_win16)
WINE_CONFIG_MAKEFILE(dlls/winaspi.dll16,enable_win16)
WINE_CONFIG_MAKEFILE(dlls/windebug.dll16,enable_win16)
WINE_CONFIG_MAKEFILE(dlls/windows.gaming.input)
WINE_CONFIG_MAKEFILE(dlls/windows.gaming.input/tests)
WINE_CONFIG_MAKEFILE(dlls/windows.media.speech)
WINE_CONFIG_MAKEFILE(dlls/windows.media.speech/tests)
WINE_CONFIG_MAKEFILE(dlls/windowscodecs)

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@ -0,0 +1,9 @@
MODULE = windows.gaming.input.dll
IMPORTS = combase uuid
EXTRADLLFLAGS = -mno-cygwin
C_SRCS = \
main.c
IDL_SRCS = classes.idl

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@ -0,0 +1,23 @@
/*
* Runtime Classes for windows.gaming.input.dll
*
* Copyright 2021 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
*/
#pragma makedep register
#include "windows.gaming.input.idl"

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@ -0,0 +1,159 @@
/* WinRT Windows.Gaming.Input implementation
*
* Copyright 2021 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 <stdarg.h>
#define COBJMACROS
#include "windef.h"
#include "winbase.h"
#include "winstring.h"
#include "wine/debug.h"
#include "objbase.h"
#include "initguid.h"
#include "activation.h"
#include "windows.foundation.h"
#include "windows.gaming.input.h"
WINE_DEFAULT_DEBUG_CHANNEL(input);
static const char *debugstr_hstring(HSTRING hstr)
{
const WCHAR *str;
UINT32 len;
if (hstr && !((ULONG_PTR)hstr >> 16)) return "(invalid)";
str = WindowsGetStringRawBuffer(hstr, &len);
return wine_dbgstr_wn(str, len);
}
struct windows_gaming_input
{
IActivationFactory IActivationFactory_iface;
LONG ref;
};
static inline struct windows_gaming_input *impl_from_IActivationFactory(IActivationFactory *iface)
{
return CONTAINING_RECORD(iface, struct windows_gaming_input, IActivationFactory_iface);
}
static HRESULT STDMETHODCALLTYPE windows_gaming_input_QueryInterface(
IActivationFactory *iface, REFIID iid, void **out)
{
TRACE("iface %p, iid %s, out %p stub!\n", iface, debugstr_guid(iid), out);
if (IsEqualGUID(iid, &IID_IUnknown) ||
IsEqualGUID(iid, &IID_IInspectable) ||
IsEqualGUID(iid, &IID_IAgileObject) ||
IsEqualGUID(iid, &IID_IActivationFactory))
{
IUnknown_AddRef(iface);
*out = iface;
return S_OK;
}
FIXME("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(iid));
*out = NULL;
return E_NOINTERFACE;
}
static ULONG STDMETHODCALLTYPE windows_gaming_input_AddRef(
IActivationFactory *iface)
{
struct windows_gaming_input *impl = impl_from_IActivationFactory(iface);
ULONG ref = InterlockedIncrement(&impl->ref);
TRACE("iface %p, ref %u.\n", iface, ref);
return ref;
}
static ULONG STDMETHODCALLTYPE windows_gaming_input_Release(
IActivationFactory *iface)
{
struct windows_gaming_input *impl = impl_from_IActivationFactory(iface);
ULONG ref = InterlockedDecrement(&impl->ref);
TRACE("iface %p, ref %u.\n", iface, ref);
return ref;
}
static HRESULT STDMETHODCALLTYPE windows_gaming_input_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 STDMETHODCALLTYPE windows_gaming_input_GetRuntimeClassName(
IActivationFactory *iface, HSTRING *class_name)
{
FIXME("iface %p, class_name %p stub!\n", iface, class_name);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE windows_gaming_input_GetTrustLevel(
IActivationFactory *iface, TrustLevel *trust_level)
{
FIXME("iface %p, trust_level %p stub!\n", iface, trust_level);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE windows_gaming_input_ActivateInstance(
IActivationFactory *iface, IInspectable **instance)
{
FIXME("iface %p, instance %p stub!\n", iface, instance);
return E_NOTIMPL;
}
static const struct IActivationFactoryVtbl activation_factory_vtbl =
{
windows_gaming_input_QueryInterface,
windows_gaming_input_AddRef,
windows_gaming_input_Release,
/* IInspectable methods */
windows_gaming_input_GetIids,
windows_gaming_input_GetRuntimeClassName,
windows_gaming_input_GetTrustLevel,
/* IActivationFactory methods */
windows_gaming_input_ActivateInstance,
};
static struct windows_gaming_input windows_gaming_input =
{
{&activation_factory_vtbl},
1
};
HRESULT WINAPI DllCanUnloadNow(void)
{
return S_FALSE;
}
HRESULT WINAPI DllGetClassObject(REFCLSID clsid, REFIID riid, void **out)
{
FIXME("clsid %s, riid %s, out %p stub!\n", debugstr_guid(clsid), debugstr_guid(riid), out);
return CLASS_E_CLASSNOTAVAILABLE;
}
HRESULT WINAPI DllGetActivationFactory(HSTRING classid, IActivationFactory **factory)
{
TRACE("classid %s, factory %p.\n", debugstr_hstring(classid), factory);
*factory = &windows_gaming_input.IActivationFactory_iface;
IUnknown_AddRef(*factory);
return S_OK;
}

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@ -0,0 +1,5 @@
TESTDLL = windows.gaming.input.dll
IMPORTS = uuid
C_SRCS = \
input.c

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@ -0,0 +1,228 @@
/*
* Copyright 2021 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
*/
#define COBJMACROS
#include <stdarg.h>
#include "windef.h"
#include "winbase.h"
#include "winerror.h"
#include "winstring.h"
#include "initguid.h"
#include "roapi.h"
#define WIDL_using_Windows_Foundation
#define WIDL_using_Windows_Foundation_Collections
#include "windows.foundation.h"
#define WIDL_using_Windows_Gaming_Input
#include "windows.gaming.input.h"
#include "wine/test.h"
static HRESULT (WINAPI *pRoActivateInstance)(HSTRING, IInspectable **);
static HRESULT (WINAPI *pRoGetActivationFactory)(HSTRING, REFIID, void **);
static HRESULT (WINAPI *pRoInitialize)(RO_INIT_TYPE);
static void (WINAPI *pRoUninitialize)(void);
static HRESULT (WINAPI *pWindowsCreateString)(LPCWSTR, UINT32, HSTRING *);
static HRESULT (WINAPI *pWindowsDeleteString)(HSTRING);
struct gamepad_event_handler
{
IEventHandler_Gamepad IEventHandler_Gamepad_iface;
LONG ref;
};
static inline struct gamepad_event_handler *impl_from_IEventHandler_Gamepad(IEventHandler_Gamepad *iface)
{
return CONTAINING_RECORD(iface, struct gamepad_event_handler, IEventHandler_Gamepad_iface);
}
static HRESULT STDMETHODCALLTYPE gamepad_event_handler_QueryInterface(
IEventHandler_Gamepad *iface, REFIID iid, void **out)
{
if (IsEqualGUID(iid, &IID_IUnknown) ||
IsEqualGUID(iid, &IID_IEventHandler_Gamepad))
{
IUnknown_AddRef(iface);
*out = iface;
return S_OK;
}
trace("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(iid));
*out = NULL;
return E_NOINTERFACE;
}
static ULONG STDMETHODCALLTYPE gamepad_event_handler_AddRef(
IEventHandler_Gamepad *iface)
{
struct gamepad_event_handler *impl = impl_from_IEventHandler_Gamepad(iface);
ULONG ref = InterlockedIncrement(&impl->ref);
return ref;
}
static ULONG STDMETHODCALLTYPE gamepad_event_handler_Release(
IEventHandler_Gamepad *iface)
{
struct gamepad_event_handler *impl = impl_from_IEventHandler_Gamepad(iface);
ULONG ref = InterlockedDecrement(&impl->ref);
return ref;
}
static HRESULT STDMETHODCALLTYPE gamepad_event_handler_Invoke(
IEventHandler_Gamepad *iface, IInspectable *sender, IGamepad *args)
{
trace("iface %p, sender %p, args %p\n", iface, sender, args);
return S_OK;
}
static const IEventHandler_GamepadVtbl gamepad_event_handler_vtbl =
{
gamepad_event_handler_QueryInterface,
gamepad_event_handler_AddRef,
gamepad_event_handler_Release,
/*** IEventHandler<ABI::Windows::Gaming::Input::Gamepad* > methods ***/
gamepad_event_handler_Invoke,
};
static void test_Gamepad(void)
{
static const WCHAR *gamepad_name = L"Windows.Gaming.Input.Gamepad";
struct gamepad_event_handler gamepad_event_handler;
EventRegistrationToken token;
IVectorView_Gamepad *gamepads = NULL;
IActivationFactory *factory = NULL;
IGamepadStatics *gamepad_statics = NULL;
IInspectable *inspectable = NULL, *tmp_inspectable = NULL;
IAgileObject *agile_object = NULL, *tmp_agile_object = NULL;
HSTRING str;
HRESULT hr;
ULONG size;
gamepad_event_handler.IEventHandler_Gamepad_iface.lpVtbl = &gamepad_event_handler_vtbl;
hr = pRoInitialize(RO_INIT_MULTITHREADED);
ok(hr == S_OK, "RoInitialize failed, hr %#x\n", hr);
hr = pWindowsCreateString(gamepad_name, wcslen(gamepad_name), &str);
ok(hr == S_OK, "WindowsCreateString failed, hr %#x\n", hr);
hr = pRoGetActivationFactory(str, &IID_IActivationFactory, (void **)&factory);
ok(hr == S_OK || broken(hr == REGDB_E_CLASSNOTREG), "RoGetActivationFactory failed, hr %#x\n", hr);
if (hr == REGDB_E_CLASSNOTREG)
{
win_skip("%s runtimeclass not registered, skipping tests.\n", wine_dbgstr_w(gamepad_name));
return;
}
hr = IActivationFactory_QueryInterface(factory, &IID_IInspectable, (void **)&inspectable);
ok(hr == S_OK, "IActivationFactory_QueryInterface IID_IInspectable failed, hr %#x\n", hr);
hr = IActivationFactory_QueryInterface(factory, &IID_IAgileObject, (void **)&agile_object);
ok(hr == S_OK, "IActivationFactory_QueryInterface IID_IAgileObject failed, hr %#x\n", hr);
hr = IActivationFactory_QueryInterface(factory, &IID_IGamepadStatics, (void **)&gamepad_statics);
todo_wine ok(hr == S_OK, "IActivationFactory_QueryInterface IID_IGamepadStatics failed, hr %#x\n", hr);
if (FAILED(hr)) goto done;
hr = IGamepadStatics_QueryInterface(gamepad_statics, &IID_IInspectable, (void **)&tmp_inspectable);
ok(hr == S_OK, "IGamepadStatics_QueryInterface IID_IInspectable failed, hr %#x\n", hr);
ok(tmp_inspectable == inspectable, "IGamepadStatics_QueryInterface IID_IInspectable returned %p, expected %p\n", tmp_inspectable, inspectable);
IInspectable_Release(tmp_inspectable);
hr = IGamepadStatics_QueryInterface(gamepad_statics, &IID_IAgileObject, (void **)&tmp_agile_object);
ok(hr == S_OK, "IGamepadStatics_QueryInterface IID_IAgileObject failed, hr %#x\n", hr);
ok(tmp_agile_object == agile_object, "IGamepadStatics_QueryInterface IID_IAgileObject returned %p, expected %p\n", tmp_agile_object, agile_object);
IAgileObject_Release(tmp_agile_object);
hr = IGamepadStatics_get_Gamepads(gamepad_statics, &gamepads);
ok(hr == S_OK, "IGamepadStatics_get_Gamepads failed, hr %#x\n", hr);
hr = IVectorView_Gamepad_QueryInterface(gamepads, &IID_IInspectable, (void **)&tmp_inspectable);
ok(hr == S_OK, "IVectorView_Gamepad_QueryInterface failed, hr %#x\n", hr);
ok(tmp_inspectable != inspectable, "IVectorView_Gamepad_QueryInterface returned %p, expected %p\n", tmp_inspectable, inspectable);
IInspectable_Release(tmp_inspectable);
hr = IVectorView_Gamepad_QueryInterface(gamepads, &IID_IAgileObject, (void **)&tmp_agile_object);
ok(hr == S_OK, "IVectorView_Gamepad_QueryInterface failed, hr %#x\n", hr);
ok(tmp_agile_object != agile_object, "IVectorView_Gamepad_QueryInterface IID_IAgileObject returned agile_object\n");
IAgileObject_Release(tmp_agile_object);
size = 0xdeadbeef;
hr = IVectorView_Gamepad_get_Size(gamepads, &size);
ok(hr == S_OK, "IVectorView_Gamepad_get_Size failed, hr %#x\n", hr);
todo_wine ok(size != 0xdeadbeef, "IVectorView_Gamepad_get_Size returned %u\n", size);
IVectorView_Gamepad_Release(gamepads);
token.value = 0xdeadbeef;
hr = IGamepadStatics_add_GamepadAdded(gamepad_statics, &gamepad_event_handler.IEventHandler_Gamepad_iface, &token);
todo_wine ok(hr == S_OK, "IGamepadStatics_add_GamepadAdded failed, hr %#x\n", hr);
todo_wine ok(token.value != 0xdeadbeef, "IGamepadStatics_add_GamepadAdded returned token %#I64x\n", token.value);
hr = IGamepadStatics_remove_GamepadAdded(gamepad_statics, token);
todo_wine ok(hr == S_OK, "IGamepadStatics_add_GamepadAdded failed, hr %#x\n", hr);
token.value = 0xdeadbeef;
IGamepadStatics_add_GamepadRemoved(gamepad_statics, &gamepad_event_handler.IEventHandler_Gamepad_iface, &token);
todo_wine ok(hr == S_OK, "IGamepadStatics_add_GamepadRemoved failed, hr %#x\n", hr);
todo_wine ok(token.value != 0xdeadbeef, "IGamepadStatics_add_GamepadRemoved returned token %#I64x\n", token.value);
hr = IGamepadStatics_remove_GamepadRemoved(gamepad_statics, token);
todo_wine ok(hr == S_OK, "IGamepadStatics_add_GamepadAdded failed, hr %#x\n", hr);
IGamepadStatics_Release(gamepad_statics);
done:
IAgileObject_Release(agile_object);
IInspectable_Release(inspectable);
IActivationFactory_Release(factory);
pWindowsDeleteString(str);
pRoUninitialize();
}
START_TEST(input)
{
HMODULE combase;
if (!(combase = LoadLibraryW(L"combase.dll")))
{
win_skip("Failed to load combase.dll, skipping tests\n");
return;
}
#define LOAD_FUNCPTR(x) \
if (!(p##x = (void*)GetProcAddress(combase, #x))) \
{ \
win_skip("Failed to find %s in combase.dll, skipping tests.\n", #x); \
return; \
}
LOAD_FUNCPTR(RoActivateInstance);
LOAD_FUNCPTR(RoGetActivationFactory);
LOAD_FUNCPTR(RoInitialize);
LOAD_FUNCPTR(RoUninitialize);
LOAD_FUNCPTR(WindowsCreateString);
LOAD_FUNCPTR(WindowsDeleteString);
#undef LOAD_FUNCPTR
test_Gamepad();
}

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@ -0,0 +1,3 @@
@ stdcall -private DllCanUnloadNow()
@ stdcall -private DllGetActivationFactory(ptr ptr)
@ stdcall -private DllGetClassObject(ptr ptr ptr)