windows.gaming.input: Split Gamepad runtimeclass to a separate source.

Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Rémi Bernon 2022-02-26 18:35:12 +01:00 committed by Alexandre Julliard
parent e8219b5989
commit c565d0035e
4 changed files with 342 additions and 340 deletions

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@ -3,6 +3,7 @@ IMPORTS = combase uuid
C_SRCS = \
controller.c \
gamepad.c \
main.c
IDL_SRCS = classes.idl

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@ -0,0 +1,339 @@
/* WinRT Windows.Gaming.Input implementation
*
* Copyright 2021 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 "wine/debug.h"
WINE_DEFAULT_DEBUG_CHANNEL(input);
struct gamepad_vector
{
IVectorView_Gamepad IVectorView_Gamepad_iface;
LONG ref;
};
static inline struct gamepad_vector *impl_from_IVectorView_Gamepad( IVectorView_Gamepad *iface )
{
return CONTAINING_RECORD( iface, struct gamepad_vector, IVectorView_Gamepad_iface );
}
static HRESULT WINAPI gamepads_QueryInterface( IVectorView_Gamepad *iface, REFIID iid, void **out )
{
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_IVectorView_Gamepad ))
{
IUnknown_AddRef( iface );
*out = iface;
return S_OK;
}
WARN( "%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid( iid ) );
*out = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI gamepads_AddRef( IVectorView_Gamepad *iface )
{
struct gamepad_vector *impl = impl_from_IVectorView_Gamepad( iface );
ULONG ref = InterlockedIncrement( &impl->ref );
TRACE( "iface %p increasing refcount to %lu.\n", iface, ref );
return ref;
}
static ULONG WINAPI gamepads_Release( IVectorView_Gamepad *iface )
{
struct gamepad_vector *impl = impl_from_IVectorView_Gamepad( iface );
ULONG ref = InterlockedDecrement( &impl->ref );
TRACE( "iface %p decreasing refcount to %lu.\n", iface, ref );
return ref;
}
static HRESULT WINAPI gamepads_GetIids( IVectorView_Gamepad *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 gamepads_GetRuntimeClassName( IVectorView_Gamepad *iface, HSTRING *class_name )
{
FIXME( "iface %p, class_name %p stub!\n", iface, class_name );
return E_NOTIMPL;
}
static HRESULT WINAPI gamepads_GetTrustLevel( IVectorView_Gamepad *iface, TrustLevel *trust_level )
{
FIXME( "iface %p, trust_level %p stub!\n", iface, trust_level );
return E_NOTIMPL;
}
static HRESULT WINAPI gamepads_GetAt( IVectorView_Gamepad *iface, UINT32 index, IGamepad **value )
{
FIXME( "iface %p, index %u, value %p stub!\n", iface, index, value );
*value = NULL;
return E_BOUNDS;
}
static HRESULT WINAPI gamepads_get_Size( IVectorView_Gamepad *iface, UINT32 *value )
{
FIXME( "iface %p, value %p stub!\n", iface, value );
*value = 0;
return S_OK;
}
static HRESULT WINAPI gamepads_IndexOf( IVectorView_Gamepad *iface, IGamepad *element, UINT32 *index, BOOLEAN *found )
{
FIXME( "iface %p, element %p, index %p, found %p stub!\n", iface, element, index, found );
*index = 0;
*found = FALSE;
return S_OK;
}
static HRESULT WINAPI gamepads_GetMany( IVectorView_Gamepad *iface, UINT32 start_index,
UINT32 items_size, IGamepad **items, UINT *value )
{
FIXME( "iface %p, start_index %u, items_size %u, items %p, value %p stub!\n", iface,
start_index, items_size, items, value );
*value = 0;
return E_BOUNDS;
}
static const struct IVectorView_GamepadVtbl gamepads_vtbl =
{
gamepads_QueryInterface,
gamepads_AddRef,
gamepads_Release,
/* IInspectable methods */
gamepads_GetIids,
gamepads_GetRuntimeClassName,
gamepads_GetTrustLevel,
/* IVectorView<VoiceInformation> methods */
gamepads_GetAt,
gamepads_get_Size,
gamepads_IndexOf,
gamepads_GetMany,
};
static struct gamepad_vector gamepads =
{
{&gamepads_vtbl},
0,
};
struct gamepad_statics
{
IActivationFactory IActivationFactory_iface;
IGamepadStatics IGamepadStatics_iface;
LONG ref;
};
static inline struct gamepad_statics *impl_from_IActivationFactory( IActivationFactory *iface )
{
return CONTAINING_RECORD( iface, struct gamepad_statics, IActivationFactory_iface );
}
static inline struct gamepad_statics *impl_from_IGamepadStatics( IGamepadStatics *iface )
{
return CONTAINING_RECORD( iface, struct gamepad_statics, IGamepadStatics_iface );
}
static HRESULT WINAPI factory_QueryInterface( IActivationFactory *iface, REFIID iid, void **out )
{
struct gamepad_statics *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 ))
{
IUnknown_AddRef( iface );
*out = iface;
return S_OK;
}
if (IsEqualGUID( iid, &IID_IGamepadStatics ))
{
IUnknown_AddRef( iface );
*out = &impl->IGamepadStatics_iface;
return S_OK;
}
FIXME( "%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid( iid ) );
*out = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI factory_AddRef( IActivationFactory *iface )
{
struct gamepad_statics *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 factory_Release( IActivationFactory *iface )
{
struct gamepad_statics *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 factory_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 factory_GetRuntimeClassName( IActivationFactory *iface, HSTRING *class_name )
{
FIXME( "iface %p, class_name %p stub!\n", iface, class_name );
return E_NOTIMPL;
}
static HRESULT WINAPI factory_GetTrustLevel( IActivationFactory *iface, TrustLevel *trust_level )
{
FIXME( "iface %p, trust_level %p stub!\n", iface, trust_level );
return E_NOTIMPL;
}
static HRESULT WINAPI factory_ActivateInstance( IActivationFactory *iface, IInspectable **instance )
{
FIXME( "iface %p, instance %p stub!\n", iface, instance );
return E_NOTIMPL;
}
static const struct IActivationFactoryVtbl factory_vtbl =
{
factory_QueryInterface,
factory_AddRef,
factory_Release,
/* IInspectable methods */
factory_GetIids,
factory_GetRuntimeClassName,
factory_GetTrustLevel,
/* IActivationFactory methods */
factory_ActivateInstance,
};
static HRESULT WINAPI statics_QueryInterface( IGamepadStatics *iface, REFIID iid, void **out )
{
struct gamepad_statics *impl = impl_from_IGamepadStatics( iface );
return IActivationFactory_QueryInterface( &impl->IActivationFactory_iface, iid, out );
}
static ULONG WINAPI statics_AddRef( IGamepadStatics *iface )
{
struct gamepad_statics *impl = impl_from_IGamepadStatics( iface );
return IActivationFactory_AddRef( &impl->IActivationFactory_iface );
}
static ULONG WINAPI statics_Release( IGamepadStatics *iface )
{
struct gamepad_statics *impl = impl_from_IGamepadStatics( iface );
return IActivationFactory_Release( &impl->IActivationFactory_iface );
}
static HRESULT WINAPI statics_GetIids( IGamepadStatics *iface, ULONG *iid_count, IID **iids )
{
struct gamepad_statics *impl = impl_from_IGamepadStatics( iface );
return IActivationFactory_Release( &impl->IActivationFactory_iface );
}
static HRESULT WINAPI statics_GetRuntimeClassName( IGamepadStatics *iface, HSTRING *class_name )
{
struct gamepad_statics *impl = impl_from_IGamepadStatics( iface );
return IActivationFactory_Release( &impl->IActivationFactory_iface );
}
static HRESULT WINAPI statics_GetTrustLevel( IGamepadStatics *iface, TrustLevel *trust_level )
{
struct gamepad_statics *impl = impl_from_IGamepadStatics( iface );
return IActivationFactory_Release( &impl->IActivationFactory_iface );
}
static HRESULT WINAPI statics_add_GamepadAdded( IGamepadStatics *iface, IEventHandler_Gamepad *value,
EventRegistrationToken *token )
{
FIXME( "iface %p, value %p, token %p stub!\n", iface, value, token );
if (!value) return E_INVALIDARG;
token->value = 0;
return S_OK;
}
static HRESULT WINAPI statics_remove_GamepadAdded( IGamepadStatics *iface, EventRegistrationToken token )
{
FIXME( "iface %p, token %#I64x stub!\n", iface, token.value );
return S_OK;
}
static HRESULT WINAPI statics_add_GamepadRemoved( IGamepadStatics *iface, IEventHandler_Gamepad *value,
EventRegistrationToken *token )
{
FIXME( "iface %p, value %p, token %p stub!\n", iface, value, token );
if (!value) return E_INVALIDARG;
token->value = 0;
return S_OK;
}
static HRESULT WINAPI statics_remove_GamepadRemoved( IGamepadStatics *iface, EventRegistrationToken token )
{
FIXME( "iface %p, token %#I64x stub!\n", iface, token.value );
return S_OK;
}
static HRESULT WINAPI statics_get_Gamepads( IGamepadStatics *iface, IVectorView_Gamepad **value )
{
TRACE( "iface %p, value %p.\n", iface, value );
*value = &gamepads.IVectorView_Gamepad_iface;
IVectorView_Gamepad_AddRef( *value );
return S_OK;
}
static const struct IGamepadStaticsVtbl statics_vtbl =
{
statics_QueryInterface,
statics_AddRef,
statics_Release,
/* IInspectable methods */
statics_GetIids,
statics_GetRuntimeClassName,
statics_GetTrustLevel,
/* IGamepadStatics methods */
statics_add_GamepadAdded,
statics_remove_GamepadAdded,
statics_add_GamepadRemoved,
statics_remove_GamepadRemoved,
statics_get_Gamepads,
};
static struct gamepad_statics gamepad_statics =
{
{&factory_vtbl},
{&statics_vtbl},
1,
};
IActivationFactory *gamepad_factory = &gamepad_statics.IActivationFactory_iface;

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@ -31,345 +31,6 @@
WINE_DEFAULT_DEBUG_CHANNEL(input);
struct gamepad_vector
{
IVectorView_Gamepad IVectorView_Gamepad_iface;
LONG ref;
};
static inline struct gamepad_vector *impl_from_IVectorView_Gamepad(IVectorView_Gamepad *iface)
{
return CONTAINING_RECORD(iface, struct gamepad_vector, IVectorView_Gamepad_iface);
}
static HRESULT STDMETHODCALLTYPE vector_view_gamepad_QueryInterface(
IVectorView_Gamepad *iface, REFIID iid, void **out)
{
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_IVectorView_Gamepad))
{
IUnknown_AddRef(iface);
*out = iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(iid));
*out = NULL;
return E_NOINTERFACE;
}
static ULONG STDMETHODCALLTYPE vector_view_gamepad_AddRef(
IVectorView_Gamepad *iface)
{
struct gamepad_vector *impl = impl_from_IVectorView_Gamepad(iface);
ULONG ref = InterlockedIncrement(&impl->ref);
TRACE("iface %p increasing refcount to %lu.\n", iface, ref);
return ref;
}
static ULONG STDMETHODCALLTYPE vector_view_gamepad_Release(
IVectorView_Gamepad *iface)
{
struct gamepad_vector *impl = impl_from_IVectorView_Gamepad(iface);
ULONG ref = InterlockedDecrement(&impl->ref);
TRACE("iface %p decreasing refcount to %lu.\n", iface, ref);
return ref;
}
static HRESULT STDMETHODCALLTYPE vector_view_gamepad_GetIids(
IVectorView_Gamepad *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 STDMETHODCALLTYPE vector_view_gamepad_GetRuntimeClassName(
IVectorView_Gamepad *iface, HSTRING *class_name)
{
FIXME("iface %p, class_name %p stub!\n", iface, class_name);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE vector_view_gamepad_GetTrustLevel(
IVectorView_Gamepad *iface, TrustLevel *trust_level)
{
FIXME("iface %p, trust_level %p stub!\n", iface, trust_level);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE vector_view_gamepad_GetAt(
IVectorView_Gamepad *iface, UINT32 index, IGamepad **value)
{
FIXME("iface %p, index %u, value %p stub!\n", iface, index, value);
*value = NULL;
return E_BOUNDS;
}
static HRESULT STDMETHODCALLTYPE vector_view_gamepad_get_Size(
IVectorView_Gamepad *iface, UINT32 *value)
{
FIXME("iface %p, value %p stub!\n", iface, value);
*value = 0;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE vector_view_gamepad_IndexOf(
IVectorView_Gamepad *iface, IGamepad *element, UINT32 *index, BOOLEAN *found)
{
FIXME("iface %p, element %p, index %p, found %p stub!\n", iface, element, index, found);
*index = 0;
*found = FALSE;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE vector_view_gamepad_GetMany(
IVectorView_Gamepad *iface, UINT32 start_index,
UINT32 items_size, IGamepad **items, UINT *value)
{
FIXME("iface %p, start_index %u, items_size %u, items %p, value %p stub!\n", iface, start_index,
items_size, items, value);
*value = 0;
return E_BOUNDS;
}
static const struct IVectorView_GamepadVtbl vector_view_gamepad_vtbl =
{
vector_view_gamepad_QueryInterface,
vector_view_gamepad_AddRef,
vector_view_gamepad_Release,
/* IInspectable methods */
vector_view_gamepad_GetIids,
vector_view_gamepad_GetRuntimeClassName,
vector_view_gamepad_GetTrustLevel,
/* IVectorView<VoiceInformation> methods */
vector_view_gamepad_GetAt,
vector_view_gamepad_get_Size,
vector_view_gamepad_IndexOf,
vector_view_gamepad_GetMany,
};
static struct gamepad_vector gamepads =
{
{&vector_view_gamepad_vtbl},
0
};
struct windows_gaming_input
{
IActivationFactory IActivationFactory_iface;
IGamepadStatics IGamepadStatics_iface;
LONG ref;
};
static inline struct windows_gaming_input *impl_from_IActivationFactory(IActivationFactory *iface)
{
return CONTAINING_RECORD(iface, struct windows_gaming_input, IActivationFactory_iface);
}
static inline struct windows_gaming_input *impl_from_IGamepadStatics(IGamepadStatics *iface)
{
return CONTAINING_RECORD(iface, struct windows_gaming_input, IGamepadStatics_iface);
}
static HRESULT STDMETHODCALLTYPE windows_gaming_input_QueryInterface(
IActivationFactory *iface, REFIID iid, void **out)
{
struct windows_gaming_input *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))
{
IUnknown_AddRef(iface);
*out = iface;
return S_OK;
}
if (IsEqualGUID(iid, &IID_IGamepadStatics))
{
IUnknown_AddRef(iface);
*out = &impl->IGamepadStatics_iface;
return S_OK;
}
FIXME("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(iid));
*out = NULL;
return E_NOINTERFACE;
}
static ULONG STDMETHODCALLTYPE windows_gaming_input_AddRef(
IActivationFactory *iface)
{
struct windows_gaming_input *impl = impl_from_IActivationFactory(iface);
ULONG ref = InterlockedIncrement(&impl->ref);
TRACE("iface %p increasing refcount to %lu.\n", iface, ref);
return ref;
}
static ULONG STDMETHODCALLTYPE windows_gaming_input_Release(
IActivationFactory *iface)
{
struct windows_gaming_input *impl = impl_from_IActivationFactory(iface);
ULONG ref = InterlockedDecrement(&impl->ref);
TRACE("iface %p decreasing refcount to %lu.\n", iface, ref);
return ref;
}
static HRESULT STDMETHODCALLTYPE windows_gaming_input_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 STDMETHODCALLTYPE windows_gaming_input_GetRuntimeClassName(
IActivationFactory *iface, HSTRING *class_name)
{
FIXME("iface %p, class_name %p stub!\n", iface, class_name);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE windows_gaming_input_GetTrustLevel(
IActivationFactory *iface, TrustLevel *trust_level)
{
FIXME("iface %p, trust_level %p stub!\n", iface, trust_level);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE windows_gaming_input_ActivateInstance(
IActivationFactory *iface, IInspectable **instance)
{
FIXME("iface %p, instance %p stub!\n", iface, instance);
return E_NOTIMPL;
}
static const struct IActivationFactoryVtbl activation_factory_vtbl =
{
windows_gaming_input_QueryInterface,
windows_gaming_input_AddRef,
windows_gaming_input_Release,
/* IInspectable methods */
windows_gaming_input_GetIids,
windows_gaming_input_GetRuntimeClassName,
windows_gaming_input_GetTrustLevel,
/* IActivationFactory methods */
windows_gaming_input_ActivateInstance,
};
static HRESULT STDMETHODCALLTYPE gamepad_statics_QueryInterface(
IGamepadStatics *iface, REFIID iid, void **out)
{
struct windows_gaming_input *impl = impl_from_IGamepadStatics(iface);
return windows_gaming_input_QueryInterface(&impl->IActivationFactory_iface, iid, out);
}
static ULONG STDMETHODCALLTYPE gamepad_statics_AddRef(
IGamepadStatics *iface)
{
struct windows_gaming_input *impl = impl_from_IGamepadStatics(iface);
return windows_gaming_input_AddRef(&impl->IActivationFactory_iface);
}
static ULONG STDMETHODCALLTYPE gamepad_statics_Release(
IGamepadStatics *iface)
{
struct windows_gaming_input *impl = impl_from_IGamepadStatics(iface);
return windows_gaming_input_Release(&impl->IActivationFactory_iface);
}
static HRESULT STDMETHODCALLTYPE gamepad_statics_GetIids(
IGamepadStatics *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 STDMETHODCALLTYPE gamepad_statics_GetRuntimeClassName(
IGamepadStatics *iface, HSTRING *class_name)
{
FIXME("iface %p, class_name %p stub!\n", iface, class_name);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE gamepad_statics_GetTrustLevel(
IGamepadStatics *iface, TrustLevel *trust_level)
{
FIXME("iface %p, trust_level %p stub!\n", iface, trust_level);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE gamepad_statics_add_GamepadAdded(
IGamepadStatics *iface, IEventHandler_Gamepad *value, EventRegistrationToken* token)
{
FIXME("iface %p, value %p, token %p stub!\n", iface, value, token);
if (!value) return E_INVALIDARG;
token->value = 0;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE gamepad_statics_remove_GamepadAdded(
IGamepadStatics *iface, EventRegistrationToken token)
{
FIXME("iface %p, token %#I64x stub!\n", iface, token.value);
return S_OK;
}
static HRESULT STDMETHODCALLTYPE gamepad_statics_add_GamepadRemoved(
IGamepadStatics *iface, IEventHandler_Gamepad *value, EventRegistrationToken* token)
{
FIXME("iface %p, value %p, token %p stub!\n", iface, value, token);
if (!value) return E_INVALIDARG;
token->value = 0;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE gamepad_statics_remove_GamepadRemoved(
IGamepadStatics *iface, EventRegistrationToken token)
{
FIXME("iface %p, token %#I64x stub!\n", iface, token.value);
return S_OK;
}
static HRESULT STDMETHODCALLTYPE gamepad_statics_get_Gamepads(
IGamepadStatics *iface, IVectorView_Gamepad **value)
{
TRACE("iface %p, value %p.\n", iface, value);
*value = &gamepads.IVectorView_Gamepad_iface;
IVectorView_Gamepad_AddRef(*value);
return S_OK;
}
static const struct IGamepadStaticsVtbl gamepad_statics_vtbl =
{
gamepad_statics_QueryInterface,
gamepad_statics_AddRef,
gamepad_statics_Release,
/* IInspectable methods */
gamepad_statics_GetIids,
gamepad_statics_GetRuntimeClassName,
gamepad_statics_GetTrustLevel,
/* IGamepadStatics methods */
gamepad_statics_add_GamepadAdded,
gamepad_statics_remove_GamepadAdded,
gamepad_statics_add_GamepadRemoved,
gamepad_statics_remove_GamepadRemoved,
gamepad_statics_get_Gamepads,
};
static struct windows_gaming_input windows_gaming_input =
{
{&activation_factory_vtbl},
{&gamepad_statics_vtbl},
1
};
HRESULT WINAPI DllGetClassObject(REFCLSID clsid, REFIID riid, void **out)
{
FIXME("clsid %s, riid %s, out %p stub!\n", debugstr_guid(clsid), debugstr_guid(riid), out);
@ -387,7 +48,7 @@ HRESULT WINAPI DllGetActivationFactory( HSTRING class_str, IActivationFactory **
if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_RawGameController ))
IActivationFactory_AddRef( (*factory = controller_factory) );
if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_Gamepad ))
IActivationFactory_AddRef( (*factory = &windows_gaming_input.IActivationFactory_iface) );
IActivationFactory_AddRef( (*factory = gamepad_factory) );
if (*factory) return S_OK;
return REGDB_E_CLASSNOTREG;

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@ -35,3 +35,4 @@
#include "windows.gaming.input.h"
extern IActivationFactory *controller_factory;
extern IActivationFactory *gamepad_factory;