windows.gaming.input: Split RawGameController runtimeclass to separate source.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
d6900bccab
commit
e8219b5989
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@ -2,6 +2,7 @@ MODULE = windows.gaming.input.dll
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IMPORTS = combase uuid
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C_SRCS = \
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controller.c \
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main.c
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IDL_SRCS = classes.idl
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@ -0,0 +1,348 @@
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/* WinRT Windows.Gaming.Input implementation
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*
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* Copyright 2021 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 "wine/debug.h"
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WINE_DEFAULT_DEBUG_CHANNEL(input);
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struct controller_vector
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{
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IVectorView_RawGameController IVectorView_RawGameController_iface;
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LONG ref;
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};
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static inline struct controller_vector *impl_from_IVectorView_RawGameController( IVectorView_RawGameController *iface )
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{
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return CONTAINING_RECORD( iface, struct controller_vector, IVectorView_RawGameController_iface );
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}
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static HRESULT WINAPI controllers_QueryInterface( IVectorView_RawGameController *iface, REFIID iid, void **out )
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{
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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_IVectorView_RawGameController ))
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{
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IUnknown_AddRef( iface );
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*out = 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 controllers_AddRef( IVectorView_RawGameController *iface )
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{
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struct controller_vector *impl = impl_from_IVectorView_RawGameController( 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 controllers_Release( IVectorView_RawGameController *iface )
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{
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struct controller_vector *impl = impl_from_IVectorView_RawGameController( 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 controllers_GetIids( IVectorView_RawGameController *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 controllers_GetRuntimeClassName( IVectorView_RawGameController *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 controllers_GetTrustLevel( IVectorView_RawGameController *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 controllers_GetAt( IVectorView_RawGameController *iface, UINT32 index, IRawGameController **value )
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{
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FIXME( "iface %p, index %u, value %p stub!\n", iface, index, value );
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*value = NULL;
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return E_BOUNDS;
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}
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static HRESULT WINAPI controllers_get_Size( IVectorView_RawGameController *iface, UINT32 *value )
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{
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FIXME( "iface %p, value %p stub!\n", iface, value );
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*value = 0;
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return S_OK;
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}
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static HRESULT WINAPI controllers_IndexOf( IVectorView_RawGameController *iface, IRawGameController *element,
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UINT32 *index, BOOLEAN *found )
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{
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FIXME( "iface %p, element %p, index %p, found %p stub!\n", iface, element, index, found );
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*index = 0;
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*found = FALSE;
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return S_OK;
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}
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static HRESULT WINAPI controllers_GetMany( IVectorView_RawGameController *iface, UINT32 start_index,
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UINT32 items_size, IRawGameController **items, UINT *value )
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{
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FIXME( "iface %p, start_index %u, items_size %u, items %p, value %p stub!\n", iface,
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start_index, items_size, items, value );
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*value = 0;
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return E_BOUNDS;
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}
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static const struct IVectorView_RawGameControllerVtbl controllers_vtbl =
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{
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controllers_QueryInterface,
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controllers_AddRef,
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controllers_Release,
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/* IInspectable methods */
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controllers_GetIids,
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controllers_GetRuntimeClassName,
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controllers_GetTrustLevel,
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/* IVectorView<RawGameController> methods */
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controllers_GetAt,
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controllers_get_Size,
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controllers_IndexOf,
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controllers_GetMany,
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};
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static struct controller_vector controllers =
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{
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{&controllers_vtbl},
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0,
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};
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struct controller_statics
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{
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IActivationFactory IActivationFactory_iface;
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IRawGameControllerStatics IRawGameControllerStatics_iface;
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LONG ref;
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};
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static inline struct controller_statics *impl_from_IActivationFactory( IActivationFactory *iface )
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{
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return CONTAINING_RECORD( iface, struct controller_statics, IActivationFactory_iface );
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}
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static inline struct controller_statics *impl_from_IRawGameControllerStatics( IRawGameControllerStatics *iface )
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{
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return CONTAINING_RECORD( iface, struct controller_statics, IRawGameControllerStatics_iface );
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}
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static HRESULT WINAPI factory_QueryInterface( IActivationFactory *iface, REFIID iid, void **out )
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{
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struct controller_statics *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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IUnknown_AddRef( iface );
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*out = iface;
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return S_OK;
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}
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if (IsEqualGUID( iid, &IID_IRawGameControllerStatics ))
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{
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IUnknown_AddRef( iface );
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*out = &impl->IRawGameControllerStatics_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 factory_AddRef( IActivationFactory *iface )
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{
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struct controller_statics *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 factory_Release( IActivationFactory *iface )
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{
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struct controller_statics *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 factory_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 factory_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 factory_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 factory_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 factory_vtbl =
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{
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factory_QueryInterface,
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factory_AddRef,
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factory_Release,
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/* IInspectable methods */
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factory_GetIids,
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factory_GetRuntimeClassName,
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factory_GetTrustLevel,
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/* IActivationFactory methods */
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factory_ActivateInstance,
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};
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static HRESULT WINAPI statics_QueryInterface( IRawGameControllerStatics *iface, REFIID iid, void **out )
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{
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struct controller_statics *impl = impl_from_IRawGameControllerStatics( iface );
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return IActivationFactory_QueryInterface( &impl->IActivationFactory_iface, iid, out );
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}
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static ULONG WINAPI statics_AddRef( IRawGameControllerStatics *iface )
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{
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struct controller_statics *impl = impl_from_IRawGameControllerStatics( iface );
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return IActivationFactory_AddRef( &impl->IActivationFactory_iface );
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}
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static ULONG WINAPI statics_Release( IRawGameControllerStatics *iface )
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{
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struct controller_statics *impl = impl_from_IRawGameControllerStatics( iface );
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return IActivationFactory_Release( &impl->IActivationFactory_iface );
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}
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static HRESULT WINAPI statics_GetIids( IRawGameControllerStatics *iface, ULONG *iid_count, IID **iids )
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{
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struct controller_statics *impl = impl_from_IRawGameControllerStatics( iface );
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return IActivationFactory_Release( &impl->IActivationFactory_iface );
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}
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static HRESULT WINAPI statics_GetRuntimeClassName( IRawGameControllerStatics *iface, HSTRING *class_name )
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{
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struct controller_statics *impl = impl_from_IRawGameControllerStatics( iface );
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return IActivationFactory_Release( &impl->IActivationFactory_iface );
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}
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static HRESULT WINAPI statics_GetTrustLevel( IRawGameControllerStatics *iface, TrustLevel *trust_level )
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{
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struct controller_statics *impl = impl_from_IRawGameControllerStatics( iface );
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return IActivationFactory_Release( &impl->IActivationFactory_iface );
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}
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static HRESULT WINAPI statics_add_RawGameControllerAdded( IRawGameControllerStatics *iface, IEventHandler_RawGameController *value,
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EventRegistrationToken *token )
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{
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FIXME( "iface %p, value %p, token %p stub!\n", iface, value, token );
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if (!value) return E_INVALIDARG;
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token->value = 0;
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return S_OK;
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}
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static HRESULT WINAPI statics_remove_RawGameControllerAdded( IRawGameControllerStatics *iface, EventRegistrationToken token )
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{
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FIXME( "iface %p, token %#I64x stub!\n", iface, token.value );
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return S_OK;
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}
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static HRESULT WINAPI statics_add_RawGameControllerRemoved( IRawGameControllerStatics *iface, IEventHandler_RawGameController *value,
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EventRegistrationToken *token )
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{
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FIXME( "iface %p, value %p, token %p stub!\n", iface, value, token );
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if (!value) return E_INVALIDARG;
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token->value = 0;
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return S_OK;
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}
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static HRESULT WINAPI statics_remove_RawGameControllerRemoved( IRawGameControllerStatics *iface, EventRegistrationToken token )
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{
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FIXME( "iface %p, token %#I64x stub!\n", iface, token.value );
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return S_OK;
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}
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static HRESULT WINAPI statics_get_RawGameControllers( IRawGameControllerStatics *iface, IVectorView_RawGameController **value )
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{
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TRACE( "iface %p, value %p.\n", iface, value );
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*value = &controllers.IVectorView_RawGameController_iface;
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IVectorView_RawGameController_AddRef( *value );
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return S_OK;
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}
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static HRESULT WINAPI statics_FromGameController( IRawGameControllerStatics *iface, IGameController *game_controller,
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IRawGameController **value )
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{
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FIXME( "iface %p, game_controller %p, value %p stub!\n", iface, game_controller, value );
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return E_NOTIMPL;
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}
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static const struct IRawGameControllerStaticsVtbl statics_vtbl =
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{
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statics_QueryInterface,
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statics_AddRef,
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statics_Release,
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/* IInspectable methods */
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statics_GetIids,
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statics_GetRuntimeClassName,
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statics_GetTrustLevel,
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/* IRawGameControllerStatics methods */
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statics_add_RawGameControllerAdded,
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statics_remove_RawGameControllerAdded,
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statics_add_RawGameControllerRemoved,
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statics_remove_RawGameControllerRemoved,
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statics_get_RawGameControllers,
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statics_FromGameController,
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};
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static struct controller_statics controller_statics =
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{
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{&factory_vtbl},
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{&statics_vtbl},
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1,
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};
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IActivationFactory *controller_factory = &controller_statics.IActivationFactory_iface;
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@ -18,34 +18,19 @@
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*/
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#include <stdarg.h>
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#include <stddef.h>
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#define COBJMACROS
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#include "windef.h"
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#include "winbase.h"
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#include "winstring.h"
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#include "wine/debug.h"
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#include "objbase.h"
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#include "initguid.h"
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#include "activation.h"
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#include "private.h"
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#define WIDL_using_Windows_Foundation
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#define WIDL_using_Windows_Foundation_Collections
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#include "windows.foundation.h"
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#define WIDL_using_Windows_Gaming_Input
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#include "windows.gaming.input.h"
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#include "wine/debug.h"
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WINE_DEFAULT_DEBUG_CHANNEL(input);
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static const char *debugstr_hstring(HSTRING hstr)
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{
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const WCHAR *str;
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UINT32 len;
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if (hstr && !((ULONG_PTR)hstr >> 16)) return "(invalid)";
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str = WindowsGetStringRawBuffer(hstr, &len);
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return wine_dbgstr_wn(str, len);
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}
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struct gamepad_vector
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{
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IVectorView_Gamepad IVectorView_Gamepad_iface;
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@ -173,138 +158,10 @@ static struct gamepad_vector gamepads =
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0
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};
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struct raw_game_controller_vector
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{
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IVectorView_RawGameController IVectorView_RawGameController_iface;
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LONG ref;
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};
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static inline struct raw_game_controller_vector *impl_from_IVectorView_RawGameController(IVectorView_RawGameController *iface)
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{
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return CONTAINING_RECORD(iface, struct raw_game_controller_vector, IVectorView_RawGameController_iface);
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}
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static HRESULT STDMETHODCALLTYPE vector_view_raw_game_controller_QueryInterface(
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IVectorView_RawGameController *iface, REFIID iid, void **out)
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{
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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_IVectorView_RawGameController))
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{
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IUnknown_AddRef(iface);
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*out = 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 STDMETHODCALLTYPE vector_view_raw_game_controller_AddRef(
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IVectorView_RawGameController *iface)
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{
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struct raw_game_controller_vector *impl = impl_from_IVectorView_RawGameController(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 STDMETHODCALLTYPE vector_view_raw_game_controller_Release(
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IVectorView_RawGameController *iface)
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{
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struct raw_game_controller_vector *impl = impl_from_IVectorView_RawGameController(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 STDMETHODCALLTYPE vector_view_raw_game_controller_GetIids(
|
||||
IVectorView_RawGameController *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_raw_game_controller_GetRuntimeClassName(
|
||||
IVectorView_RawGameController *iface, HSTRING *class_name)
|
||||
{
|
||||
FIXME("iface %p, class_name %p stub!\n", iface, class_name);
|
||||
return E_NOTIMPL;
|
||||
}
|
||||
|
||||
static HRESULT STDMETHODCALLTYPE vector_view_raw_game_controller_GetTrustLevel(
|
||||
IVectorView_RawGameController *iface, TrustLevel *trust_level)
|
||||
{
|
||||
FIXME("iface %p, trust_level %p stub!\n", iface, trust_level);
|
||||
return E_NOTIMPL;
|
||||
}
|
||||
|
||||
static HRESULT STDMETHODCALLTYPE vector_view_raw_game_controller_GetAt(
|
||||
IVectorView_RawGameController *iface, UINT32 index, IRawGameController **value)
|
||||
{
|
||||
FIXME("iface %p, index %u, value %p stub!\n", iface, index, value);
|
||||
*value = NULL;
|
||||
return E_BOUNDS;
|
||||
}
|
||||
|
||||
static HRESULT STDMETHODCALLTYPE vector_view_raw_game_controller_get_Size(
|
||||
IVectorView_RawGameController *iface, UINT32 *value)
|
||||
{
|
||||
FIXME("iface %p, value %p stub!\n", iface, value);
|
||||
*value = 0;
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
static HRESULT STDMETHODCALLTYPE vector_view_raw_game_controller_IndexOf(
|
||||
IVectorView_RawGameController *iface, IRawGameController *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_raw_game_controller_GetMany(
|
||||
IVectorView_RawGameController *iface, UINT32 start_index,
|
||||
UINT32 items_size, IRawGameController **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_RawGameControllerVtbl vector_view_raw_game_controller_vtbl =
|
||||
{
|
||||
vector_view_raw_game_controller_QueryInterface,
|
||||
vector_view_raw_game_controller_AddRef,
|
||||
vector_view_raw_game_controller_Release,
|
||||
/* IInspectable methods */
|
||||
vector_view_raw_game_controller_GetIids,
|
||||
vector_view_raw_game_controller_GetRuntimeClassName,
|
||||
vector_view_raw_game_controller_GetTrustLevel,
|
||||
/* IVectorView<RawGameController> methods */
|
||||
vector_view_raw_game_controller_GetAt,
|
||||
vector_view_raw_game_controller_get_Size,
|
||||
vector_view_raw_game_controller_IndexOf,
|
||||
vector_view_raw_game_controller_GetMany,
|
||||
};
|
||||
|
||||
static struct raw_game_controller_vector raw_game_controllers =
|
||||
{
|
||||
{&vector_view_raw_game_controller_vtbl},
|
||||
0
|
||||
};
|
||||
|
||||
struct windows_gaming_input
|
||||
{
|
||||
IActivationFactory IActivationFactory_iface;
|
||||
IGamepadStatics IGamepadStatics_iface;
|
||||
IRawGameControllerStatics IRawGameControllerStatics_iface;
|
||||
LONG ref;
|
||||
};
|
||||
|
||||
|
@ -318,11 +175,6 @@ static inline struct windows_gaming_input *impl_from_IGamepadStatics(IGamepadSta
|
|||
return CONTAINING_RECORD(iface, struct windows_gaming_input, IGamepadStatics_iface);
|
||||
}
|
||||
|
||||
static inline struct windows_gaming_input *impl_from_IRawGameControllerStatics(IRawGameControllerStatics *iface)
|
||||
{
|
||||
return CONTAINING_RECORD(iface, struct windows_gaming_input, IRawGameControllerStatics_iface);
|
||||
}
|
||||
|
||||
static HRESULT STDMETHODCALLTYPE windows_gaming_input_QueryInterface(
|
||||
IActivationFactory *iface, REFIID iid, void **out)
|
||||
{
|
||||
|
@ -347,13 +199,6 @@ static HRESULT STDMETHODCALLTYPE windows_gaming_input_QueryInterface(
|
|||
return S_OK;
|
||||
}
|
||||
|
||||
if (IsEqualGUID(iid, &IID_IRawGameControllerStatics))
|
||||
{
|
||||
IUnknown_AddRef(iface);
|
||||
*out = &impl->IRawGameControllerStatics_iface;
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
FIXME("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(iid));
|
||||
*out = NULL;
|
||||
return E_NOINTERFACE;
|
||||
|
@ -518,119 +363,10 @@ static const struct IGamepadStaticsVtbl gamepad_statics_vtbl =
|
|||
gamepad_statics_get_Gamepads,
|
||||
};
|
||||
|
||||
static HRESULT STDMETHODCALLTYPE raw_game_controller_statics_QueryInterface(
|
||||
IRawGameControllerStatics *iface, REFIID iid, void **out)
|
||||
{
|
||||
struct windows_gaming_input *impl = impl_from_IRawGameControllerStatics(iface);
|
||||
return windows_gaming_input_QueryInterface(&impl->IActivationFactory_iface, iid, out);
|
||||
}
|
||||
|
||||
static ULONG STDMETHODCALLTYPE raw_game_controller_statics_AddRef(
|
||||
IRawGameControllerStatics *iface)
|
||||
{
|
||||
struct windows_gaming_input *impl = impl_from_IRawGameControllerStatics(iface);
|
||||
return windows_gaming_input_AddRef(&impl->IActivationFactory_iface);
|
||||
}
|
||||
|
||||
static ULONG STDMETHODCALLTYPE raw_game_controller_statics_Release(
|
||||
IRawGameControllerStatics *iface)
|
||||
{
|
||||
struct windows_gaming_input *impl = impl_from_IRawGameControllerStatics(iface);
|
||||
return windows_gaming_input_Release(&impl->IActivationFactory_iface);
|
||||
}
|
||||
|
||||
static HRESULT STDMETHODCALLTYPE raw_game_controller_statics_GetIids(
|
||||
IRawGameControllerStatics *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 raw_game_controller_statics_GetRuntimeClassName(
|
||||
IRawGameControllerStatics *iface, HSTRING *class_name)
|
||||
{
|
||||
FIXME("iface %p, class_name %p stub!\n", iface, class_name);
|
||||
return E_NOTIMPL;
|
||||
}
|
||||
|
||||
static HRESULT STDMETHODCALLTYPE raw_game_controller_statics_GetTrustLevel(
|
||||
IRawGameControllerStatics *iface, TrustLevel *trust_level)
|
||||
{
|
||||
FIXME("iface %p, trust_level %p stub!\n", iface, trust_level);
|
||||
return E_NOTIMPL;
|
||||
}
|
||||
|
||||
static HRESULT STDMETHODCALLTYPE raw_game_controller_statics_add_RawGameControllerAdded(
|
||||
IRawGameControllerStatics *iface, IEventHandler_RawGameController *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 raw_game_controller_statics_remove_RawGameControllerAdded(
|
||||
IRawGameControllerStatics *iface, EventRegistrationToken token)
|
||||
{
|
||||
FIXME("iface %p, token %#I64x stub!\n", iface, token.value);
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
static HRESULT STDMETHODCALLTYPE raw_game_controller_statics_add_RawGameControllerRemoved(
|
||||
IRawGameControllerStatics *iface, IEventHandler_RawGameController *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 raw_game_controller_statics_remove_RawGameControllerRemoved(
|
||||
IRawGameControllerStatics *iface, EventRegistrationToken token)
|
||||
{
|
||||
FIXME("iface %p, token %#I64x stub!\n", iface, token.value);
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
static HRESULT STDMETHODCALLTYPE raw_game_controller_statics_get_RawGameControllers(
|
||||
IRawGameControllerStatics *iface, IVectorView_RawGameController **value)
|
||||
{
|
||||
TRACE("iface %p, value %p.\n", iface, value);
|
||||
*value = &raw_game_controllers.IVectorView_RawGameController_iface;
|
||||
IVectorView_RawGameController_AddRef(*value);
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
static HRESULT STDMETHODCALLTYPE raw_game_controller_statics_FromGameController(
|
||||
IRawGameControllerStatics *iface, IGameController *game_controller, IRawGameController **value)
|
||||
{
|
||||
FIXME("iface %p, game_controller %p, value %p stub!\n", iface, game_controller, value);
|
||||
return E_NOTIMPL;
|
||||
}
|
||||
|
||||
static const struct IRawGameControllerStaticsVtbl raw_game_controller_statics_vtbl =
|
||||
{
|
||||
raw_game_controller_statics_QueryInterface,
|
||||
raw_game_controller_statics_AddRef,
|
||||
raw_game_controller_statics_Release,
|
||||
/* IInspectable methods */
|
||||
raw_game_controller_statics_GetIids,
|
||||
raw_game_controller_statics_GetRuntimeClassName,
|
||||
raw_game_controller_statics_GetTrustLevel,
|
||||
/* IRawGameControllerStatics methods */
|
||||
raw_game_controller_statics_add_RawGameControllerAdded,
|
||||
raw_game_controller_statics_remove_RawGameControllerAdded,
|
||||
raw_game_controller_statics_add_RawGameControllerRemoved,
|
||||
raw_game_controller_statics_remove_RawGameControllerRemoved,
|
||||
raw_game_controller_statics_get_RawGameControllers,
|
||||
raw_game_controller_statics_FromGameController,
|
||||
};
|
||||
|
||||
static struct windows_gaming_input windows_gaming_input =
|
||||
{
|
||||
{&activation_factory_vtbl},
|
||||
{&gamepad_statics_vtbl},
|
||||
{&raw_game_controller_statics_vtbl},
|
||||
1
|
||||
};
|
||||
|
||||
|
@ -640,10 +376,19 @@ HRESULT WINAPI DllGetClassObject(REFCLSID clsid, REFIID riid, void **out)
|
|||
return CLASS_E_CLASSNOTAVAILABLE;
|
||||
}
|
||||
|
||||
HRESULT WINAPI DllGetActivationFactory(HSTRING classid, IActivationFactory **factory)
|
||||
HRESULT WINAPI DllGetActivationFactory( HSTRING class_str, IActivationFactory **factory )
|
||||
{
|
||||
TRACE("classid %s, factory %p.\n", debugstr_hstring(classid), factory);
|
||||
*factory = &windows_gaming_input.IActivationFactory_iface;
|
||||
IUnknown_AddRef(*factory);
|
||||
return S_OK;
|
||||
const WCHAR *buffer = WindowsGetStringRawBuffer( class_str, NULL );
|
||||
|
||||
TRACE( "class %s, factory %p.\n", debugstr_w(buffer), factory );
|
||||
|
||||
*factory = NULL;
|
||||
|
||||
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) );
|
||||
|
||||
if (*factory) return S_OK;
|
||||
return REGDB_E_CLASSNOTREG;
|
||||
}
|
||||
|
|
|
@ -0,0 +1,37 @@
|
|||
/* 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 <stdarg.h>
|
||||
#include <stddef.h>
|
||||
|
||||
#define COBJMACROS
|
||||
#include "windef.h"
|
||||
#include "winbase.h"
|
||||
#include "winstring.h"
|
||||
#include "objbase.h"
|
||||
|
||||
#include "activation.h"
|
||||
|
||||
#define WIDL_using_Windows_Foundation
|
||||
#define WIDL_using_Windows_Foundation_Collections
|
||||
#include "windows.foundation.h"
|
||||
#define WIDL_using_Windows_Gaming_Input
|
||||
#include "windows.gaming.input.h"
|
||||
|
||||
extern IActivationFactory *controller_factory;
|
Loading…
Reference in New Issue