windows.gaming.input: Implement and instantiate ConstantForceEffect runtimeclass stubs.

Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Rémi Bernon 2022-04-27 12:15:58 +02:00 committed by Alexandre Julliard
parent 5097e67f55
commit aa37aad2c8
3 changed files with 122 additions and 6 deletions

View File

@ -5624,15 +5624,14 @@ static void test_windows_gaming_input(void)
pWindowsDeleteString( str );
hr = IActivationFactory_ActivateInstance( activation_factory, &tmp_inspectable );
todo_wine
ok( hr == S_OK, "QueryInterface returned %#lx\n", hr );
IActivationFactory_Release( activation_factory );
if (hr != S_OK) goto skip_tests;
hr = IInspectable_QueryInterface( tmp_inspectable, &IID_IForceFeedbackEffect, (void **)&effect );
todo_wine
ok( hr == S_OK, "QueryInterface returned %#lx\n", hr );
IInspectable_Release( tmp_inspectable );
if (hr != S_OK) goto skip_tests;
hr = IForceFeedbackEffect_QueryInterface( effect, &IID_IConstantForceEffect, (void **)&constant_effect );
ok( hr == S_OK, "QueryInterface returned %#lx\n", hr );

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@ -20,10 +20,110 @@
#include "private.h"
#include "provider.h"
#include "wine/debug.h"
WINE_DEFAULT_DEBUG_CHANNEL(input);
struct constant_effect
{
IConstantForceEffect IConstantForceEffect_iface;
LONG ref;
};
static inline struct constant_effect *impl_from_IConstantForceEffect( IConstantForceEffect *iface )
{
return CONTAINING_RECORD( iface, struct constant_effect, IConstantForceEffect_iface );
}
static HRESULT WINAPI effect_QueryInterface( IConstantForceEffect *iface, REFIID iid, void **out )
{
struct constant_effect *impl = impl_from_IConstantForceEffect( 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_IConstantForceEffect ))
{
IInspectable_AddRef( (*out = &impl->IConstantForceEffect_iface) );
return S_OK;
}
FIXME( "%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid( iid ) );
*out = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI effect_AddRef( IConstantForceEffect *iface )
{
struct constant_effect *impl = impl_from_IConstantForceEffect( iface );
ULONG ref = InterlockedIncrement( &impl->ref );
TRACE( "iface %p increasing refcount to %lu.\n", iface, ref );
return ref;
}
static ULONG WINAPI effect_Release( IConstantForceEffect *iface )
{
struct constant_effect *impl = impl_from_IConstantForceEffect( iface );
ULONG ref = InterlockedDecrement( &impl->ref );
TRACE( "iface %p decreasing refcount to %lu.\n", iface, ref );
if (!ref) free( impl );
return ref;
}
static HRESULT WINAPI effect_GetIids( IConstantForceEffect *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 effect_GetRuntimeClassName( IConstantForceEffect *iface, HSTRING *class_name )
{
return WindowsCreateString( RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConstantForceEffect,
ARRAY_SIZE(RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConstantForceEffect),
class_name );
}
static HRESULT WINAPI effect_GetTrustLevel( IConstantForceEffect *iface, TrustLevel *trust_level )
{
FIXME( "iface %p, trust_level %p stub!\n", iface, trust_level );
return E_NOTIMPL;
}
static HRESULT WINAPI effect_SetParameters( IConstantForceEffect *iface, Vector3 direction, TimeSpan duration )
{
FIXME( "iface %p, direction %s, duration %I64u stub!\n", iface, debugstr_vector3( &direction ), duration.Duration );
return E_NOTIMPL;
}
static HRESULT WINAPI effect_SetParametersWithEnvelope( IConstantForceEffect *iface, Vector3 direction, FLOAT attack_gain,
FLOAT sustain_gain, FLOAT release_gain, TimeSpan start_delay,
TimeSpan attack_duration, TimeSpan sustain_duration,
TimeSpan release_duration, UINT32 repeat_count )
{
FIXME( "iface %p, direction %s, attack_gain %f, sustain_gain %f, release_gain %f, start_delay %I64u, attack_duration %I64u, "
"sustain_duration %I64u, release_duration %I64u, repeat_count %u stub!\n", iface, debugstr_vector3( &direction ),
attack_gain, sustain_gain, release_gain, start_delay.Duration, attack_duration.Duration, sustain_duration.Duration,
release_duration.Duration, repeat_count );
return E_NOTIMPL;
}
static const struct IConstantForceEffectVtbl effect_vtbl =
{
effect_QueryInterface,
effect_AddRef,
effect_Release,
/* IInspectable methods */
effect_GetIids,
effect_GetRuntimeClassName,
effect_GetTrustLevel,
/* IConstantForceEffect methods */
effect_SetParameters,
effect_SetParametersWithEnvelope,
};
struct constant_factory
{
IActivationFactory IActivationFactory_iface;
@ -91,8 +191,17 @@ static HRESULT WINAPI activation_GetTrustLevel( IActivationFactory *iface, Trust
static HRESULT WINAPI activation_ActivateInstance( IActivationFactory *iface, IInspectable **instance )
{
FIXME( "iface %p, instance %p stub!\n", iface, instance );
return E_NOTIMPL;
struct constant_effect *impl;
TRACE( "iface %p, instance %p.\n", iface, instance );
if (!(impl = calloc( 1, sizeof(struct constant_effect) ))) return E_OUTOFMEMORY;
impl->IConstantForceEffect_iface.lpVtbl = &effect_vtbl;
impl->ref = 1;
*instance = (IInspectable *)&impl->IConstantForceEffect_iface;
TRACE( "created ConstantForceEffect %p\n", *instance );
return S_OK;
}
static const struct IActivationFactoryVtbl activation_vtbl =

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@ -31,6 +31,7 @@
#define WIDL_using_Windows_Foundation
#define WIDL_using_Windows_Foundation_Collections
#define WIDL_using_Windows_Foundation_Numerics
#include "windows.foundation.h"
#define WIDL_using_Windows_Devices_Power
#define WIDL_using_Windows_Gaming_Input
@ -38,6 +39,7 @@
#define WIDL_using_Windows_Gaming_Input_ForceFeedback
#include "windows.gaming.input.custom.h"
#include "wine/debug.h"
#include "wine/list.h"
extern HINSTANCE windows_gaming_input;
@ -111,3 +113,9 @@ extern HRESULT async_operation_boolean_create( IUnknown *invoker, IUnknown *para
DEFINE_IINSPECTABLE_( pfx, iface_type, impl_type, impl_from_##iface_type, iface_type##_iface, &impl->base_iface )
#define DEFINE_IINSPECTABLE_OUTER( pfx, iface_type, impl_type, outer_iface ) \
DEFINE_IINSPECTABLE_( pfx, iface_type, impl_type, impl_from_##iface_type, iface_type##_iface, impl->outer_iface )
static inline const char *debugstr_vector3( const Vector3 *vector )
{
if (!vector) return "(null)";
return wine_dbg_sprintf( "[%f, %f, %f]", vector->X, vector->Y, vector->Z );
}