windows.gaming.input: Implement stub ConstantForceEffect runtimeclass factory.

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 922cf81c91
commit b1306875ff
5 changed files with 123 additions and 2 deletions

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@ -5620,15 +5620,14 @@ static void test_windows_gaming_input(void)
hr = pWindowsCreateString( constant_effect_class_name, wcslen( constant_effect_class_name ), &str );
ok( hr == S_OK, "WindowsCreateString returned %#lx\n", hr );
hr = pRoGetActivationFactory( str, &IID_IActivationFactory, (void **)&activation_factory );
todo_wine
ok( hr == S_OK, "RoGetActivationFactory returned %#lx\n", hr );
pWindowsDeleteString( str );
if (hr != S_OK) goto skip_tests;
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

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@ -3,6 +3,7 @@ IMPORTS = combase uuid user32 dinput8 setupapi hid
C_SRCS = \
async.c \
constant_effect.c \
controller.c \
event_handlers.c \
force_feedback.c \

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@ -0,0 +1,117 @@
/* WinRT Windows.Gaming.Input implementation
*
* Copyright 2022 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 "private.h"
#include "provider.h"
#include "wine/debug.h"
WINE_DEFAULT_DEBUG_CHANNEL(input);
struct constant_factory
{
IActivationFactory IActivationFactory_iface;
LONG ref;
};
static inline struct constant_factory *impl_from_IActivationFactory( IActivationFactory *iface )
{
return CONTAINING_RECORD( iface, struct constant_factory, IActivationFactory_iface );
}
static HRESULT WINAPI activation_QueryInterface( IActivationFactory *iface, REFIID iid, void **out )
{
struct constant_factory *impl = impl_from_IActivationFactory( 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_IActivationFactory ))
{
IInspectable_AddRef( (*out = &impl->IActivationFactory_iface) );
return S_OK;
}
FIXME( "%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid( iid ) );
*out = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI activation_AddRef( IActivationFactory *iface )
{
struct constant_factory *impl = impl_from_IActivationFactory( iface );
ULONG ref = InterlockedIncrement( &impl->ref );
TRACE( "iface %p increasing refcount to %lu.\n", iface, ref );
return ref;
}
static ULONG WINAPI activation_Release( IActivationFactory *iface )
{
struct constant_factory *impl = impl_from_IActivationFactory( iface );
ULONG ref = InterlockedDecrement( &impl->ref );
TRACE( "iface %p decreasing refcount to %lu.\n", iface, ref );
return ref;
}
static HRESULT WINAPI activation_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 WINAPI activation_GetRuntimeClassName( IActivationFactory *iface, HSTRING *class_name )
{
FIXME( "iface %p, class_name %p stub!\n", iface, class_name );
return E_NOTIMPL;
}
static HRESULT WINAPI activation_GetTrustLevel( IActivationFactory *iface, TrustLevel *trust_level )
{
FIXME( "iface %p, trust_level %p stub!\n", iface, trust_level );
return E_NOTIMPL;
}
static HRESULT WINAPI activation_ActivateInstance( IActivationFactory *iface, IInspectable **instance )
{
FIXME( "iface %p, instance %p stub!\n", iface, instance );
return E_NOTIMPL;
}
static const struct IActivationFactoryVtbl activation_vtbl =
{
activation_QueryInterface,
activation_AddRef,
activation_Release,
/* IInspectable methods */
activation_GetIids,
activation_GetRuntimeClassName,
activation_GetTrustLevel,
/* IActivationFactory methods */
activation_ActivateInstance,
};
static struct constant_factory constant_statics =
{
{&activation_vtbl},
1,
};
IInspectable *constant_effect_factory = (IInspectable *)&constant_statics.IActivationFactory_iface;

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@ -185,6 +185,9 @@ HRESULT WINAPI DllGetActivationFactory( HSTRING class_str, IActivationFactory **
if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_Custom_GameControllerFactoryManager ))
IGameControllerFactoryManagerStatics2_QueryInterface( manager_factory, &IID_IActivationFactory, (void **)factory );
if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConstantForceEffect ))
IInspectable_QueryInterface( constant_effect_factory, &IID_IActivationFactory, (void **)factory );
if (*factory) return S_OK;
return CLASS_E_CLASSNOTAVAILABLE;
}

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@ -45,6 +45,7 @@ extern ICustomGameControllerFactory *controller_factory;
extern ICustomGameControllerFactory *gamepad_factory;
extern ICustomGameControllerFactory *racing_wheel_factory;
extern IGameControllerFactoryManagerStatics2 *manager_factory;
extern IInspectable *constant_effect_factory;
struct vector_iids
{