39 lines
1.3 KiB
C
39 lines
1.3 KiB
C
/* 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;
|
|
extern IActivationFactory *gamepad_factory;
|