/* WinRT Windows.Gaming.Input implementation * * Copyright 2022 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 "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; extern IActivationFactory *gamepad_factory; extern HRESULT vector_create( REFIID iid, REFIID view_iid, void **out );