windows.gaming.input: Implement CreateGameController for Gamepad runtimeclass.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -18,11 +18,190 @@
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*/
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*/
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#include "private.h"
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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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#include "wine/debug.h"
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WINE_DEFAULT_DEBUG_CHANNEL(input);
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WINE_DEFAULT_DEBUG_CHANNEL(input);
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struct gamepad
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{
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IGameControllerImpl IGameControllerImpl_iface;
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IGameControllerInputSink IGameControllerInputSink_iface;
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IGamepad IGamepad_iface;
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IGameController *IGameController_outer;
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LONG ref;
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IGameControllerProvider *provider;
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};
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static inline struct gamepad *impl_from_IGameControllerImpl( IGameControllerImpl *iface )
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{
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return CONTAINING_RECORD( iface, struct gamepad, IGameControllerImpl_iface );
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}
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static HRESULT WINAPI controller_QueryInterface( IGameControllerImpl *iface, REFIID iid, void **out )
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{
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struct gamepad *impl = impl_from_IGameControllerImpl( 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_IGameControllerImpl ))
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{
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IInspectable_AddRef( (*out = &impl->IGameControllerImpl_iface) );
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return S_OK;
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}
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if (IsEqualGUID( iid, &IID_IGameControllerInputSink ))
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{
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IInspectable_AddRef( (*out = &impl->IGameControllerInputSink_iface) );
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return S_OK;
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}
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if (IsEqualGUID( iid, &IID_IGamepad ))
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{
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IInspectable_AddRef( (*out = &impl->IGamepad_iface) );
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return S_OK;
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}
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WARN( "%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 controller_AddRef( IGameControllerImpl *iface )
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{
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struct gamepad *impl = impl_from_IGameControllerImpl( 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 controller_Release( IGameControllerImpl *iface )
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{
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struct gamepad *impl = impl_from_IGameControllerImpl( 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)
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{
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IGameControllerProvider_Release( impl->provider );
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free( impl );
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}
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return ref;
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}
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static HRESULT WINAPI controller_GetIids( IGameControllerImpl *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 controller_GetRuntimeClassName( IGameControllerImpl *iface, HSTRING *class_name )
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{
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return WindowsCreateString( RuntimeClass_Windows_Gaming_Input_Gamepad,
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ARRAY_SIZE(RuntimeClass_Windows_Gaming_Input_Gamepad),
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class_name );
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}
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static HRESULT WINAPI controller_GetTrustLevel( IGameControllerImpl *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 controller_Initialize( IGameControllerImpl *iface, IGameController *outer,
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IGameControllerProvider *provider )
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{
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struct gamepad *impl = impl_from_IGameControllerImpl( iface );
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TRACE( "iface %p, outer %p, provider %p.\n", iface, outer, provider );
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impl->IGameController_outer = outer;
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IGameControllerProvider_AddRef( (impl->provider = provider) );
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return S_OK;
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}
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static const struct IGameControllerImplVtbl controller_vtbl =
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{
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controller_QueryInterface,
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controller_AddRef,
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controller_Release,
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/* IInspectable methods */
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controller_GetIids,
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controller_GetRuntimeClassName,
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controller_GetTrustLevel,
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/* IGameControllerImpl methods */
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controller_Initialize,
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};
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DEFINE_IINSPECTABLE_OUTER( input_sink, IGameControllerInputSink, struct gamepad, IGameController_outer )
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static HRESULT WINAPI input_sink_OnInputResumed( IGameControllerInputSink *iface, UINT64 timestamp )
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{
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FIXME( "iface %p, timestamp %I64u stub!\n", iface, timestamp );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI input_sink_OnInputSuspended( IGameControllerInputSink *iface, UINT64 timestamp )
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{
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FIXME( "iface %p, timestamp %I64u stub!\n", iface, timestamp );
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return E_NOTIMPL;
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}
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static const struct IGameControllerInputSinkVtbl input_sink_vtbl =
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{
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input_sink_QueryInterface,
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input_sink_AddRef,
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input_sink_Release,
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/* IInspectable methods */
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input_sink_GetIids,
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input_sink_GetRuntimeClassName,
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input_sink_GetTrustLevel,
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/* IGameControllerInputSink methods */
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input_sink_OnInputResumed,
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input_sink_OnInputSuspended,
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};
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DEFINE_IINSPECTABLE_OUTER( gamepad, IGamepad, struct gamepad, IGameController_outer )
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static HRESULT WINAPI gamepad_get_Vibration( IGamepad *iface, struct GamepadVibration *value )
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{
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FIXME( "iface %p, value %p stub!\n", iface, value );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI gamepad_put_Vibration( IGamepad *iface, struct GamepadVibration value )
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{
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FIXME( "iface %p, value %p stub!\n", iface, &value );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI gamepad_GetCurrentReading( IGamepad *iface, struct GamepadReading *value )
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{
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FIXME( "iface %p, value %p stub!\n", iface, value );
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return E_NOTIMPL;}
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static const struct IGamepadVtbl gamepad_vtbl =
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{
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gamepad_QueryInterface,
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gamepad_AddRef,
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gamepad_Release,
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/* IInspectable methods */
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gamepad_GetIids,
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gamepad_GetRuntimeClassName,
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gamepad_GetTrustLevel,
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/* IGamepad methods */
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gamepad_get_Vibration,
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gamepad_put_Vibration,
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gamepad_GetCurrentReading,
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};
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struct gamepad_statics
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struct gamepad_statics
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{
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{
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IActivationFactory IActivationFactory_iface;
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IActivationFactory IActivationFactory_iface;
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@ -232,8 +411,20 @@ DEFINE_IINSPECTABLE( controller_factory, ICustomGameControllerFactory, struct ga
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static HRESULT WINAPI controller_factory_CreateGameController( ICustomGameControllerFactory *iface, IGameControllerProvider *provider,
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static HRESULT WINAPI controller_factory_CreateGameController( ICustomGameControllerFactory *iface, IGameControllerProvider *provider,
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IInspectable **value )
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IInspectable **value )
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{
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{
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FIXME( "iface %p, provider %p, value %p stub!\n", iface, provider, value );
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struct gamepad *impl;
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return E_NOTIMPL;
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TRACE( "iface %p, provider %p, value %p.\n", iface, provider, value );
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if (!(impl = calloc( 1, sizeof(*impl) ))) return E_OUTOFMEMORY;
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impl->IGameControllerImpl_iface.lpVtbl = &controller_vtbl;
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impl->IGameControllerInputSink_iface.lpVtbl = &input_sink_vtbl;
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impl->IGamepad_iface.lpVtbl = &gamepad_vtbl;
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impl->ref = 1;
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TRACE( "created Gamepad %p\n", impl );
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*value = (IInspectable *)&impl->IGameControllerImpl_iface;
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return S_OK;
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}
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}
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static HRESULT WINAPI controller_factory_OnGameControllerAdded( ICustomGameControllerFactory *iface, IGameController *value )
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static HRESULT WINAPI controller_factory_OnGameControllerAdded( ICustomGameControllerFactory *iface, IGameController *value )
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