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:
Rémi Bernon 2022-02-26 18:35:11 +01:00 committed by Alexandre Julliard
parent d6900bccab
commit e8219b5989
4 changed files with 403 additions and 272 deletions

View File

@ -2,6 +2,7 @@ MODULE = windows.gaming.input.dll
IMPORTS = combase uuid
C_SRCS = \
controller.c \
main.c
IDL_SRCS = classes.idl

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@ -0,0 +1,348 @@
/* 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 controller_vector
{
IVectorView_RawGameController IVectorView_RawGameController_iface;
LONG ref;
};
static inline struct controller_vector *impl_from_IVectorView_RawGameController( IVectorView_RawGameController *iface )
{
return CONTAINING_RECORD( iface, struct controller_vector, IVectorView_RawGameController_iface );
}
static HRESULT WINAPI controllers_QueryInterface( IVectorView_RawGameController *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_RawGameController ))
{
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 controllers_AddRef( IVectorView_RawGameController *iface )
{
struct controller_vector *impl = impl_from_IVectorView_RawGameController( iface );
ULONG ref = InterlockedIncrement( &impl->ref );
TRACE( "iface %p increasing refcount to %lu.\n", iface, ref );
return ref;
}
static ULONG WINAPI controllers_Release( IVectorView_RawGameController *iface )
{
struct controller_vector *impl = impl_from_IVectorView_RawGameController( iface );
ULONG ref = InterlockedDecrement( &impl->ref );
TRACE( "iface %p decreasing refcount to %lu.\n", iface, ref );
return ref;
}
static HRESULT WINAPI controllers_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 WINAPI controllers_GetRuntimeClassName( IVectorView_RawGameController *iface, HSTRING *class_name )
{
FIXME( "iface %p, class_name %p stub!\n", iface, class_name );
return E_NOTIMPL;
}
static HRESULT WINAPI controllers_GetTrustLevel( IVectorView_RawGameController *iface, TrustLevel *trust_level )
{
FIXME( "iface %p, trust_level %p stub!\n", iface, trust_level );
return E_NOTIMPL;
}
static HRESULT WINAPI controllers_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 WINAPI controllers_get_Size( IVectorView_RawGameController *iface, UINT32 *value )
{
FIXME( "iface %p, value %p stub!\n", iface, value );
*value = 0;
return S_OK;
}
static HRESULT WINAPI controllers_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 WINAPI controllers_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 controllers_vtbl =
{
controllers_QueryInterface,
controllers_AddRef,
controllers_Release,
/* IInspectable methods */
controllers_GetIids,
controllers_GetRuntimeClassName,
controllers_GetTrustLevel,
/* IVectorView<RawGameController> methods */
controllers_GetAt,
controllers_get_Size,
controllers_IndexOf,
controllers_GetMany,
};
static struct controller_vector controllers =
{
{&controllers_vtbl},
0,
};
struct controller_statics
{
IActivationFactory IActivationFactory_iface;
IRawGameControllerStatics IRawGameControllerStatics_iface;
LONG ref;
};
static inline struct controller_statics *impl_from_IActivationFactory( IActivationFactory *iface )
{
return CONTAINING_RECORD( iface, struct controller_statics, IActivationFactory_iface );
}
static inline struct controller_statics *impl_from_IRawGameControllerStatics( IRawGameControllerStatics *iface )
{
return CONTAINING_RECORD( iface, struct controller_statics, IRawGameControllerStatics_iface );
}
static HRESULT WINAPI factory_QueryInterface( IActivationFactory *iface, REFIID iid, void **out )
{
struct controller_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_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;
}
static ULONG WINAPI factory_AddRef( IActivationFactory *iface )
{
struct controller_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 controller_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( IRawGameControllerStatics *iface, REFIID iid, void **out )
{
struct controller_statics *impl = impl_from_IRawGameControllerStatics( iface );
return IActivationFactory_QueryInterface( &impl->IActivationFactory_iface, iid, out );
}
static ULONG WINAPI statics_AddRef( IRawGameControllerStatics *iface )
{
struct controller_statics *impl = impl_from_IRawGameControllerStatics( iface );
return IActivationFactory_AddRef( &impl->IActivationFactory_iface );
}
static ULONG WINAPI statics_Release( IRawGameControllerStatics *iface )
{
struct controller_statics *impl = impl_from_IRawGameControllerStatics( iface );
return IActivationFactory_Release( &impl->IActivationFactory_iface );
}
static HRESULT WINAPI statics_GetIids( IRawGameControllerStatics *iface, ULONG *iid_count, IID **iids )
{
struct controller_statics *impl = impl_from_IRawGameControllerStatics( iface );
return IActivationFactory_Release( &impl->IActivationFactory_iface );
}
static HRESULT WINAPI statics_GetRuntimeClassName( IRawGameControllerStatics *iface, HSTRING *class_name )
{
struct controller_statics *impl = impl_from_IRawGameControllerStatics( iface );
return IActivationFactory_Release( &impl->IActivationFactory_iface );
}
static HRESULT WINAPI statics_GetTrustLevel( IRawGameControllerStatics *iface, TrustLevel *trust_level )
{
struct controller_statics *impl = impl_from_IRawGameControllerStatics( iface );
return IActivationFactory_Release( &impl->IActivationFactory_iface );
}
static HRESULT WINAPI 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 WINAPI statics_remove_RawGameControllerAdded( IRawGameControllerStatics *iface, EventRegistrationToken token )
{
FIXME( "iface %p, token %#I64x stub!\n", iface, token.value );
return S_OK;
}
static HRESULT WINAPI 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 WINAPI statics_remove_RawGameControllerRemoved( IRawGameControllerStatics *iface, EventRegistrationToken token )
{
FIXME( "iface %p, token %#I64x stub!\n", iface, token.value );
return S_OK;
}
static HRESULT WINAPI statics_get_RawGameControllers( IRawGameControllerStatics *iface, IVectorView_RawGameController **value )
{
TRACE( "iface %p, value %p.\n", iface, value );
*value = &controllers.IVectorView_RawGameController_iface;
IVectorView_RawGameController_AddRef( *value );
return S_OK;
}
static HRESULT WINAPI 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 statics_vtbl =
{
statics_QueryInterface,
statics_AddRef,
statics_Release,
/* IInspectable methods */
statics_GetIids,
statics_GetRuntimeClassName,
statics_GetTrustLevel,
/* IRawGameControllerStatics methods */
statics_add_RawGameControllerAdded,
statics_remove_RawGameControllerAdded,
statics_add_RawGameControllerRemoved,
statics_remove_RawGameControllerRemoved,
statics_get_RawGameControllers,
statics_FromGameController,
};
static struct controller_statics controller_statics =
{
{&factory_vtbl},
{&statics_vtbl},
1,
};
IActivationFactory *controller_factory = &controller_statics.IActivationFactory_iface;

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@ -18,34 +18,19 @@
*/
#include <stdarg.h>
#include <stddef.h>
#define COBJMACROS
#include "windef.h"
#include "winbase.h"
#include "winstring.h"
#include "wine/debug.h"
#include "objbase.h"
#include "initguid.h"
#include "activation.h"
#include "private.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"
#include "wine/debug.h"
WINE_DEFAULT_DEBUG_CHANNEL(input);
static const char *debugstr_hstring(HSTRING hstr)
{
const WCHAR *str;
UINT32 len;
if (hstr && !((ULONG_PTR)hstr >> 16)) return "(invalid)";
str = WindowsGetStringRawBuffer(hstr, &len);
return wine_dbgstr_wn(str, len);
}
struct gamepad_vector
{
IVectorView_Gamepad IVectorView_Gamepad_iface;
@ -173,138 +158,10 @@ static struct gamepad_vector gamepads =
0
};
struct raw_game_controller_vector
{
IVectorView_RawGameController IVectorView_RawGameController_iface;
LONG ref;
};
static inline struct raw_game_controller_vector *impl_from_IVectorView_RawGameController(IVectorView_RawGameController *iface)
{
return CONTAINING_RECORD(iface, struct raw_game_controller_vector, IVectorView_RawGameController_iface);
}
static HRESULT STDMETHODCALLTYPE vector_view_raw_game_controller_QueryInterface(
IVectorView_RawGameController *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_RawGameController))
{
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_raw_game_controller_AddRef(
IVectorView_RawGameController *iface)
{
struct raw_game_controller_vector *impl = impl_from_IVectorView_RawGameController(iface);
ULONG ref = InterlockedIncrement(&impl->ref);
TRACE("iface %p increasing refcount to %lu.\n", iface, ref);
return ref;
}
static ULONG STDMETHODCALLTYPE vector_view_raw_game_controller_Release(
IVectorView_RawGameController *iface)
{
struct raw_game_controller_vector *impl = impl_from_IVectorView_RawGameController(iface);
ULONG ref = InterlockedDecrement(&impl->ref);
TRACE("iface %p decreasing refcount to %lu.\n", iface, ref);
return ref;
}
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;
}

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@ -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;