56 lines
1.8 KiB
C
56 lines
1.8 KiB
C
/* 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 <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 "initguid.h"
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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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HRESULT WINAPI DllGetClassObject(REFCLSID clsid, REFIID riid, void **out)
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{
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FIXME("clsid %s, riid %s, out %p stub!\n", debugstr_guid(clsid), debugstr_guid(riid), out);
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return CLASS_E_CLASSNOTAVAILABLE;
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}
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HRESULT WINAPI DllGetActivationFactory( HSTRING class_str, IActivationFactory **factory )
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{
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const WCHAR *buffer = WindowsGetStringRawBuffer( class_str, NULL );
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TRACE( "class %s, factory %p.\n", debugstr_w(buffer), factory );
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*factory = NULL;
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if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_RawGameController ))
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IActivationFactory_AddRef( (*factory = controller_factory) );
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if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_Gamepad ))
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IActivationFactory_AddRef( (*factory = gamepad_factory) );
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if (*factory) return S_OK;
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return REGDB_E_CLASSNOTREG;
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}
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