windows.gaming.input: Implement stub ConstantForceEffect runtimeclass factory.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -5620,15 +5620,14 @@ static void test_windows_gaming_input(void)
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hr = pWindowsCreateString( constant_effect_class_name, wcslen( constant_effect_class_name ), &str );
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ok( hr == S_OK, "WindowsCreateString returned %#lx\n", hr );
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hr = pRoGetActivationFactory( str, &IID_IActivationFactory, (void **)&activation_factory );
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todo_wine
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ok( hr == S_OK, "RoGetActivationFactory returned %#lx\n", hr );
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pWindowsDeleteString( str );
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if (hr != S_OK) goto skip_tests;
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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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@ -3,6 +3,7 @@ IMPORTS = combase uuid user32 dinput8 setupapi hid
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C_SRCS = \
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async.c \
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constant_effect.c \
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controller.c \
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event_handlers.c \
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force_feedback.c \
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@ -0,0 +1,117 @@
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/* WinRT Windows.Gaming.Input implementation
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*
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* Copyright 2022 Rémi Bernon for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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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_factory
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{
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IActivationFactory IActivationFactory_iface;
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LONG ref;
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};
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static inline struct constant_factory *impl_from_IActivationFactory( IActivationFactory *iface )
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{
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return CONTAINING_RECORD( iface, struct constant_factory, IActivationFactory_iface );
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}
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static HRESULT WINAPI activation_QueryInterface( IActivationFactory *iface, REFIID iid, void **out )
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{
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struct constant_factory *impl = impl_from_IActivationFactory( 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_IActivationFactory ))
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{
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IInspectable_AddRef( (*out = &impl->IActivationFactory_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 activation_AddRef( IActivationFactory *iface )
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{
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struct constant_factory *impl = impl_from_IActivationFactory( 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 activation_Release( IActivationFactory *iface )
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{
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struct constant_factory *impl = impl_from_IActivationFactory( 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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return ref;
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}
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static HRESULT WINAPI activation_GetIids( IActivationFactory *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 activation_GetRuntimeClassName( IActivationFactory *iface, HSTRING *class_name )
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{
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FIXME( "iface %p, class_name %p stub!\n", iface, class_name );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI activation_GetTrustLevel( IActivationFactory *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 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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}
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static const struct IActivationFactoryVtbl activation_vtbl =
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{
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activation_QueryInterface,
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activation_AddRef,
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activation_Release,
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/* IInspectable methods */
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activation_GetIids,
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activation_GetRuntimeClassName,
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activation_GetTrustLevel,
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/* IActivationFactory methods */
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activation_ActivateInstance,
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};
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static struct constant_factory constant_statics =
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{
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{&activation_vtbl},
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1,
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};
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IInspectable *constant_effect_factory = (IInspectable *)&constant_statics.IActivationFactory_iface;
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@ -185,6 +185,9 @@ HRESULT WINAPI DllGetActivationFactory( HSTRING class_str, IActivationFactory **
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if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_Custom_GameControllerFactoryManager ))
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IGameControllerFactoryManagerStatics2_QueryInterface( manager_factory, &IID_IActivationFactory, (void **)factory );
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if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConstantForceEffect ))
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IInspectable_QueryInterface( constant_effect_factory, &IID_IActivationFactory, (void **)factory );
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if (*factory) return S_OK;
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return CLASS_E_CLASSNOTAVAILABLE;
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}
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@ -45,6 +45,7 @@ extern ICustomGameControllerFactory *controller_factory;
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extern ICustomGameControllerFactory *gamepad_factory;
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extern ICustomGameControllerFactory *racing_wheel_factory;
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extern IGameControllerFactoryManagerStatics2 *manager_factory;
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extern IInspectable *constant_effect_factory;
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struct vector_iids
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{
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