/* WinRT Windows.Gaming.Input implementation * * Copyright 2021 RĂ©mi 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 #include #define COBJMACROS #include "windef.h" #include "winbase.h" #include "initguid.h" #include "private.h" #include "wine/debug.h" WINE_DEFAULT_DEBUG_CHANNEL(input); 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); return CLASS_E_CLASSNOTAVAILABLE; } HRESULT WINAPI DllGetActivationFactory( HSTRING class_str, IActivationFactory **factory ) { 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 = gamepad_factory) ); if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_Custom_GameControllerFactoryManager )) IActivationFactory_AddRef( (*factory = manager_factory) ); if (*factory) return S_OK; return REGDB_E_CLASSNOTREG; }