Sweden-Number/dlls/windows.gaming.input/main.c

56 lines
1.8 KiB
C

/* 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 <stdarg.h>
#include <stddef.h>
#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 (*factory) return S_OK;
return REGDB_E_CLASSNOTREG;
}