windows.gaming.input: Stub ICustomGameControllerFactory for RawGameController.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -27,6 +27,7 @@ struct controller_statics
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{
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{
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IActivationFactory IActivationFactory_iface;
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IActivationFactory IActivationFactory_iface;
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IRawGameControllerStatics IRawGameControllerStatics_iface;
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IRawGameControllerStatics IRawGameControllerStatics_iface;
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ICustomGameControllerFactory ICustomGameControllerFactory_iface;
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LONG ref;
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LONG ref;
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};
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};
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@ -56,6 +57,12 @@ static HRESULT WINAPI factory_QueryInterface( IActivationFactory *iface, REFIID
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return S_OK;
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return S_OK;
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}
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}
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if (IsEqualGUID( iid, &IID_ICustomGameControllerFactory ))
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{
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IInspectable_AddRef( (*out = &impl->ICustomGameControllerFactory_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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FIXME( "%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid( iid ) );
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*out = NULL;
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*out = NULL;
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return E_NOINTERFACE;
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return E_NOINTERFACE;
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@ -189,11 +196,48 @@ static const struct IRawGameControllerStaticsVtbl statics_vtbl =
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statics_FromGameController,
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statics_FromGameController,
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};
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};
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DEFINE_IINSPECTABLE( controller_factory, ICustomGameControllerFactory, struct controller_statics, IActivationFactory_iface )
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static HRESULT WINAPI controller_factory_CreateGameController( ICustomGameControllerFactory *iface, IGameControllerProvider *provider,
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IInspectable **value )
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{
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FIXME( "iface %p, provider %p, value %p stub!\n", iface, provider, value );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI controller_factory_OnGameControllerAdded( ICustomGameControllerFactory *iface, IGameController *value )
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{
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FIXME( "iface %p, value %p stub!\n", iface, value );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI controller_factory_OnGameControllerRemoved( ICustomGameControllerFactory *iface, IGameController *value )
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{
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FIXME( "iface %p, value %p stub!\n", iface, value );
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return E_NOTIMPL;
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}
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static const struct ICustomGameControllerFactoryVtbl controller_factory_vtbl =
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{
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controller_factory_QueryInterface,
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controller_factory_AddRef,
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controller_factory_Release,
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/* IInspectable methods */
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controller_factory_GetIids,
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controller_factory_GetRuntimeClassName,
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controller_factory_GetTrustLevel,
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/* ICustomGameControllerFactory methods */
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controller_factory_CreateGameController,
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controller_factory_OnGameControllerAdded,
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controller_factory_OnGameControllerRemoved,
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};
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static struct controller_statics controller_statics =
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static struct controller_statics controller_statics =
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{
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{
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{&factory_vtbl},
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{&factory_vtbl},
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{&statics_vtbl},
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{&statics_vtbl},
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{&controller_factory_vtbl},
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1,
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1,
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};
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};
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IActivationFactory *controller_factory = &controller_statics.IActivationFactory_iface;
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ICustomGameControllerFactory *controller_factory = &controller_statics.ICustomGameControllerFactory_iface;
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@ -169,6 +169,7 @@ HRESULT WINAPI DllGetActivationFactory( HSTRING class_str, IActivationFactory **
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{
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{
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static INIT_ONCE init_once = INIT_ONCE_STATIC_INIT;
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static INIT_ONCE init_once = INIT_ONCE_STATIC_INIT;
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const WCHAR *buffer = WindowsGetStringRawBuffer( class_str, NULL );
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const WCHAR *buffer = WindowsGetStringRawBuffer( class_str, NULL );
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HRESULT hr = S_OK;
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TRACE( "class %s, factory %p.\n", debugstr_w(buffer), factory );
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TRACE( "class %s, factory %p.\n", debugstr_w(buffer), factory );
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@ -177,13 +178,13 @@ HRESULT WINAPI DllGetActivationFactory( HSTRING class_str, IActivationFactory **
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*factory = NULL;
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*factory = NULL;
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if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_RawGameController ))
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if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_RawGameController ))
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IActivationFactory_AddRef( (*factory = controller_factory) );
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hr = ICustomGameControllerFactory_QueryInterface( controller_factory, &IID_IActivationFactory, (void **)factory );
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if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_Gamepad ))
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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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IActivationFactory_AddRef( (*factory = gamepad_factory) );
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if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_Custom_GameControllerFactoryManager ))
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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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IActivationFactory_AddRef( (*factory = manager_factory) );
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if (*factory) return S_OK;
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if (SUCCEEDED(hr) && *factory) return S_OK;
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return REGDB_E_CLASSNOTREG;
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return REGDB_E_CLASSNOTREG;
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}
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}
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@ -36,7 +36,7 @@
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#include "windows.gaming.input.custom.h"
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#include "windows.gaming.input.custom.h"
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extern HINSTANCE windows_gaming_input;
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extern HINSTANCE windows_gaming_input;
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extern IActivationFactory *controller_factory;
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extern ICustomGameControllerFactory *controller_factory;
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extern IActivationFactory *gamepad_factory;
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extern IActivationFactory *gamepad_factory;
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extern IActivationFactory *manager_factory;
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extern IActivationFactory *manager_factory;
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