windows.gaming.input: Stub ICustomGameControllerFactory for RawGameController.

Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Rémi Bernon 2022-03-07 10:40:24 +01:00 committed by Alexandre Julliard
parent 0d3c026bdb
commit 5adbc011d9
3 changed files with 49 additions and 4 deletions

View File

@ -27,6 +27,7 @@ struct controller_statics
{ {
IActivationFactory IActivationFactory_iface; IActivationFactory IActivationFactory_iface;
IRawGameControllerStatics IRawGameControllerStatics_iface; IRawGameControllerStatics IRawGameControllerStatics_iface;
ICustomGameControllerFactory ICustomGameControllerFactory_iface;
LONG ref; LONG ref;
}; };
@ -56,6 +57,12 @@ static HRESULT WINAPI factory_QueryInterface( IActivationFactory *iface, REFIID
return S_OK; return S_OK;
} }
if (IsEqualGUID( iid, &IID_ICustomGameControllerFactory ))
{
IInspectable_AddRef( (*out = &impl->ICustomGameControllerFactory_iface) );
return S_OK;
}
FIXME( "%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid( iid ) ); FIXME( "%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid( iid ) );
*out = NULL; *out = NULL;
return E_NOINTERFACE; return E_NOINTERFACE;
@ -189,11 +196,48 @@ static const struct IRawGameControllerStaticsVtbl statics_vtbl =
statics_FromGameController, statics_FromGameController,
}; };
DEFINE_IINSPECTABLE( controller_factory, ICustomGameControllerFactory, struct controller_statics, IActivationFactory_iface )
static HRESULT WINAPI controller_factory_CreateGameController( ICustomGameControllerFactory *iface, IGameControllerProvider *provider,
IInspectable **value )
{
FIXME( "iface %p, provider %p, value %p stub!\n", iface, provider, value );
return E_NOTIMPL;
}
static HRESULT WINAPI controller_factory_OnGameControllerAdded( ICustomGameControllerFactory *iface, IGameController *value )
{
FIXME( "iface %p, value %p stub!\n", iface, value );
return E_NOTIMPL;
}
static HRESULT WINAPI controller_factory_OnGameControllerRemoved( ICustomGameControllerFactory *iface, IGameController *value )
{
FIXME( "iface %p, value %p stub!\n", iface, value );
return E_NOTIMPL;
}
static const struct ICustomGameControllerFactoryVtbl controller_factory_vtbl =
{
controller_factory_QueryInterface,
controller_factory_AddRef,
controller_factory_Release,
/* IInspectable methods */
controller_factory_GetIids,
controller_factory_GetRuntimeClassName,
controller_factory_GetTrustLevel,
/* ICustomGameControllerFactory methods */
controller_factory_CreateGameController,
controller_factory_OnGameControllerAdded,
controller_factory_OnGameControllerRemoved,
};
static struct controller_statics controller_statics = static struct controller_statics controller_statics =
{ {
{&factory_vtbl}, {&factory_vtbl},
{&statics_vtbl}, {&statics_vtbl},
{&controller_factory_vtbl},
1, 1,
}; };
IActivationFactory *controller_factory = &controller_statics.IActivationFactory_iface; ICustomGameControllerFactory *controller_factory = &controller_statics.ICustomGameControllerFactory_iface;

View File

@ -169,6 +169,7 @@ HRESULT WINAPI DllGetActivationFactory( HSTRING class_str, IActivationFactory **
{ {
static INIT_ONCE init_once = INIT_ONCE_STATIC_INIT; static INIT_ONCE init_once = INIT_ONCE_STATIC_INIT;
const WCHAR *buffer = WindowsGetStringRawBuffer( class_str, NULL ); const WCHAR *buffer = WindowsGetStringRawBuffer( class_str, NULL );
HRESULT hr = S_OK;
TRACE( "class %s, factory %p.\n", debugstr_w(buffer), factory ); TRACE( "class %s, factory %p.\n", debugstr_w(buffer), factory );
@ -177,13 +178,13 @@ HRESULT WINAPI DllGetActivationFactory( HSTRING class_str, IActivationFactory **
*factory = NULL; *factory = NULL;
if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_RawGameController )) if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_RawGameController ))
IActivationFactory_AddRef( (*factory = controller_factory) ); hr = ICustomGameControllerFactory_QueryInterface( controller_factory, &IID_IActivationFactory, (void **)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 )) if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_Custom_GameControllerFactoryManager ))
IActivationFactory_AddRef( (*factory = manager_factory) ); IActivationFactory_AddRef( (*factory = manager_factory) );
if (*factory) return S_OK; if (SUCCEEDED(hr) && *factory) return S_OK;
return REGDB_E_CLASSNOTREG; return REGDB_E_CLASSNOTREG;
} }

View File

@ -36,7 +36,7 @@
#include "windows.gaming.input.custom.h" #include "windows.gaming.input.custom.h"
extern HINSTANCE windows_gaming_input; extern HINSTANCE windows_gaming_input;
extern IActivationFactory *controller_factory; extern ICustomGameControllerFactory *controller_factory;
extern IActivationFactory *gamepad_factory; extern IActivationFactory *gamepad_factory;
extern IActivationFactory *manager_factory; extern IActivationFactory *manager_factory;