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>
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@ -5624,15 +5624,14 @@ static void test_windows_gaming_input(void)
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pWindowsDeleteString( str );
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hr = IActivationFactory_ActivateInstance( activation_factory, &tmp_inspectable );
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todo_wine
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ok( hr == S_OK, "QueryInterface returned %#lx\n", hr );
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IActivationFactory_Release( activation_factory );
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if (hr != S_OK) goto skip_tests;
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hr = IInspectable_QueryInterface( tmp_inspectable, &IID_IForceFeedbackEffect, (void **)&effect );
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todo_wine
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ok( hr == S_OK, "QueryInterface returned %#lx\n", hr );
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IInspectable_Release( tmp_inspectable );
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if (hr != S_OK) goto skip_tests;
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hr = IForceFeedbackEffect_QueryInterface( effect, &IID_IConstantForceEffect, (void **)&constant_effect );
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ok( hr == S_OK, "QueryInterface returned %#lx\n", hr );
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@ -20,10 +20,110 @@
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#include "private.h"
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#include "provider.h"
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#include "wine/debug.h"
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WINE_DEFAULT_DEBUG_CHANNEL(input);
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struct constant_effect
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{
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IConstantForceEffect IConstantForceEffect_iface;
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LONG ref;
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};
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static inline struct constant_effect *impl_from_IConstantForceEffect( IConstantForceEffect *iface )
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{
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return CONTAINING_RECORD( iface, struct constant_effect, IConstantForceEffect_iface );
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}
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static HRESULT WINAPI effect_QueryInterface( IConstantForceEffect *iface, REFIID iid, void **out )
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{
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struct constant_effect *impl = impl_from_IConstantForceEffect( iface );
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TRACE( "iface %p, iid %s, out %p.\n", iface, debugstr_guid( iid ), out );
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if (IsEqualGUID( iid, &IID_IUnknown ) ||
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IsEqualGUID( iid, &IID_IInspectable ) ||
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IsEqualGUID( iid, &IID_IAgileObject ) ||
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IsEqualGUID( iid, &IID_IConstantForceEffect ))
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{
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IInspectable_AddRef( (*out = &impl->IConstantForceEffect_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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*out = NULL;
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return E_NOINTERFACE;
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}
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static ULONG WINAPI effect_AddRef( IConstantForceEffect *iface )
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{
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struct constant_effect *impl = impl_from_IConstantForceEffect( iface );
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ULONG ref = InterlockedIncrement( &impl->ref );
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TRACE( "iface %p increasing refcount to %lu.\n", iface, ref );
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return ref;
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}
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static ULONG WINAPI effect_Release( IConstantForceEffect *iface )
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{
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struct constant_effect *impl = impl_from_IConstantForceEffect( iface );
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ULONG ref = InterlockedDecrement( &impl->ref );
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TRACE( "iface %p decreasing refcount to %lu.\n", iface, ref );
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if (!ref) free( impl );
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return ref;
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}
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static HRESULT WINAPI effect_GetIids( IConstantForceEffect *iface, ULONG *iid_count, IID **iids )
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{
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FIXME( "iface %p, iid_count %p, iids %p stub!\n", iface, iid_count, iids );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI effect_GetRuntimeClassName( IConstantForceEffect *iface, HSTRING *class_name )
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{
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return WindowsCreateString( RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConstantForceEffect,
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ARRAY_SIZE(RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConstantForceEffect),
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class_name );
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}
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static HRESULT WINAPI effect_GetTrustLevel( IConstantForceEffect *iface, TrustLevel *trust_level )
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{
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FIXME( "iface %p, trust_level %p stub!\n", iface, trust_level );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI effect_SetParameters( IConstantForceEffect *iface, Vector3 direction, TimeSpan duration )
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{
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FIXME( "iface %p, direction %s, duration %I64u stub!\n", iface, debugstr_vector3( &direction ), duration.Duration );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI effect_SetParametersWithEnvelope( IConstantForceEffect *iface, Vector3 direction, FLOAT attack_gain,
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FLOAT sustain_gain, FLOAT release_gain, TimeSpan start_delay,
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TimeSpan attack_duration, TimeSpan sustain_duration,
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TimeSpan release_duration, UINT32 repeat_count )
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{
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FIXME( "iface %p, direction %s, attack_gain %f, sustain_gain %f, release_gain %f, start_delay %I64u, attack_duration %I64u, "
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"sustain_duration %I64u, release_duration %I64u, repeat_count %u stub!\n", iface, debugstr_vector3( &direction ),
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attack_gain, sustain_gain, release_gain, start_delay.Duration, attack_duration.Duration, sustain_duration.Duration,
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release_duration.Duration, repeat_count );
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return E_NOTIMPL;
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}
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static const struct IConstantForceEffectVtbl effect_vtbl =
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{
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effect_QueryInterface,
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effect_AddRef,
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effect_Release,
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/* IInspectable methods */
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effect_GetIids,
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effect_GetRuntimeClassName,
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effect_GetTrustLevel,
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/* IConstantForceEffect methods */
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effect_SetParameters,
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effect_SetParametersWithEnvelope,
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};
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struct constant_factory
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{
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IActivationFactory IActivationFactory_iface;
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@ -91,8 +191,17 @@ static HRESULT WINAPI activation_GetTrustLevel( IActivationFactory *iface, Trust
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static HRESULT WINAPI activation_ActivateInstance( IActivationFactory *iface, IInspectable **instance )
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{
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FIXME( "iface %p, instance %p stub!\n", iface, instance );
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return E_NOTIMPL;
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struct constant_effect *impl;
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TRACE( "iface %p, instance %p.\n", iface, instance );
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if (!(impl = calloc( 1, sizeof(struct constant_effect) ))) return E_OUTOFMEMORY;
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impl->IConstantForceEffect_iface.lpVtbl = &effect_vtbl;
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impl->ref = 1;
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*instance = (IInspectable *)&impl->IConstantForceEffect_iface;
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TRACE( "created ConstantForceEffect %p\n", *instance );
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return S_OK;
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}
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static const struct IActivationFactoryVtbl activation_vtbl =
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@ -31,6 +31,7 @@
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#define WIDL_using_Windows_Foundation
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#define WIDL_using_Windows_Foundation_Collections
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#define WIDL_using_Windows_Foundation_Numerics
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#include "windows.foundation.h"
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#define WIDL_using_Windows_Devices_Power
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#define WIDL_using_Windows_Gaming_Input
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@ -38,6 +39,7 @@
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#define WIDL_using_Windows_Gaming_Input_ForceFeedback
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#include "windows.gaming.input.custom.h"
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#include "wine/debug.h"
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#include "wine/list.h"
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extern HINSTANCE windows_gaming_input;
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@ -111,3 +113,9 @@ extern HRESULT async_operation_boolean_create( IUnknown *invoker, IUnknown *para
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DEFINE_IINSPECTABLE_( pfx, iface_type, impl_type, impl_from_##iface_type, iface_type##_iface, &impl->base_iface )
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#define DEFINE_IINSPECTABLE_OUTER( pfx, iface_type, impl_type, outer_iface ) \
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DEFINE_IINSPECTABLE_( pfx, iface_type, impl_type, impl_from_##iface_type, iface_type##_iface, impl->outer_iface )
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static inline const char *debugstr_vector3( const Vector3 *vector )
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{
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if (!vector) return "(null)";
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return wine_dbg_sprintf( "[%f, %f, %f]", vector->X, vector->Y, vector->Z );
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}
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