[PATCH 4/7] windows.gaming.input: Add stub dll.

Rémi Bernon rbernon at codeweavers.com
Wed Mar 17 07:07:05 CDT 2021


Signed-off-by: Rémi Bernon <rbernon at codeweavers.com>
---
 configure.ac                                  |   2 +
 dlls/windows.gaming.input/Makefile.in         |   9 +
 dlls/windows.gaming.input/classes.idl         |  23 +++
 dlls/windows.gaming.input/main.c              | 159 ++++++++++++++++++
 dlls/windows.gaming.input/tests/Makefile.in   |   5 +
 dlls/windows.gaming.input/tests/statics.c     | 150 +++++++++++++++++
 .../windows.gaming.input.spec                 |   3 +
 include/Makefile.in                           |   1 +
 8 files changed, 352 insertions(+)
 create mode 100644 dlls/windows.gaming.input/Makefile.in
 create mode 100644 dlls/windows.gaming.input/classes.idl
 create mode 100644 dlls/windows.gaming.input/main.c
 create mode 100644 dlls/windows.gaming.input/tests/Makefile.in
 create mode 100644 dlls/windows.gaming.input/tests/statics.c
 create mode 100644 dlls/windows.gaming.input/windows.gaming.input.spec

diff --git a/configure.ac b/configure.ac
index 8c092fb020c..6c2e9fa57ad 100644
--- a/configure.ac
+++ b/configure.ac
@@ -3801,6 +3801,8 @@ WINE_CONFIG_MAKEFILE(dlls/win32s16.dll16,enable_win16)
 WINE_CONFIG_MAKEFILE(dlls/win87em.dll16,enable_win16)
 WINE_CONFIG_MAKEFILE(dlls/winaspi.dll16,enable_win16)
 WINE_CONFIG_MAKEFILE(dlls/windebug.dll16,enable_win16)
+WINE_CONFIG_MAKEFILE(dlls/windows.gaming.input)
+WINE_CONFIG_MAKEFILE(dlls/windows.gaming.input/tests)
 WINE_CONFIG_MAKEFILE(dlls/windows.media.speech)
 WINE_CONFIG_MAKEFILE(dlls/windows.media.speech/tests)
 WINE_CONFIG_MAKEFILE(dlls/windowscodecs)
diff --git a/dlls/windows.gaming.input/Makefile.in b/dlls/windows.gaming.input/Makefile.in
new file mode 100644
index 00000000000..1673eaabaa7
--- /dev/null
+++ b/dlls/windows.gaming.input/Makefile.in
@@ -0,0 +1,9 @@
+MODULE = windows.gaming.input.dll
+IMPORTS = combase uuid
+
+EXTRADLLFLAGS = -mno-cygwin
+
+C_SRCS = \
+	main.c
+
+IDL_SRCS = classes.idl
diff --git a/dlls/windows.gaming.input/classes.idl b/dlls/windows.gaming.input/classes.idl
new file mode 100644
index 00000000000..c9cb91e3182
--- /dev/null
+++ b/dlls/windows.gaming.input/classes.idl
@@ -0,0 +1,23 @@
+/*
+ * Runtime Classes for windows.gaming.input.dll
+ *
+ * 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
+ */
+
+#pragma makedep register
+
+#include "windows.gaming.input.idl"
diff --git a/dlls/windows.gaming.input/main.c b/dlls/windows.gaming.input/main.c
new file mode 100644
index 00000000000..05ef844893b
--- /dev/null
+++ b/dlls/windows.gaming.input/main.c
@@ -0,0 +1,159 @@
+/* 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>
+
+#define COBJMACROS
+#include "windef.h"
+#include "winbase.h"
+#include "winstring.h"
+#include "wine/debug.h"
+#include "objbase.h"
+
+#include "initguid.h"
+#include "activation.h"
+
+#include "windows.foundation.h"
+#include "windows.gaming.input.h"
+
+WINE_DEFAULT_DEBUG_CHANNEL(input);
+
+static const char *debugstr_hstring(HSTRING hstr)
+{
+    const WCHAR *str;
+    UINT32 len;
+    if (hstr && !((ULONG_PTR)hstr >> 16)) return "(invalid)";
+    str = WindowsGetStringRawBuffer(hstr, &len);
+    return wine_dbgstr_wn(str, len);
+}
+
+struct windows_gaming_input
+{
+    IActivationFactory IActivationFactory_iface;
+    LONG ref;
+};
+
+static inline struct windows_gaming_input *impl_from_IActivationFactory(IActivationFactory *iface)
+{
+    return CONTAINING_RECORD(iface, struct windows_gaming_input, IActivationFactory_iface);
+}
+
+static HRESULT STDMETHODCALLTYPE windows_gaming_input_QueryInterface(
+        IActivationFactory *iface, REFIID iid, void **out)
+{
+    TRACE("iface %p, iid %s, out %p stub!\n", iface, debugstr_guid(iid), out);
+
+    if (IsEqualGUID(iid, &IID_IUnknown) ||
+        IsEqualGUID(iid, &IID_IInspectable) ||
+        IsEqualGUID(iid, &IID_IAgileObject) ||
+        IsEqualGUID(iid, &IID_IActivationFactory))
+    {
+        IUnknown_AddRef(iface);
+        *out = iface;
+        return S_OK;
+    }
+
+    FIXME("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(iid));
+    *out = NULL;
+    return E_NOINTERFACE;
+}
+
+static ULONG STDMETHODCALLTYPE windows_gaming_input_AddRef(
+        IActivationFactory *iface)
+{
+    struct windows_gaming_input *impl = impl_from_IActivationFactory(iface);
+    ULONG ref = InterlockedIncrement(&impl->ref);
+    TRACE("iface %p, ref %u.\n", iface, ref);
+    return ref;
+}
+
+static ULONG STDMETHODCALLTYPE windows_gaming_input_Release(
+        IActivationFactory *iface)
+{
+    struct windows_gaming_input *impl = impl_from_IActivationFactory(iface);
+    ULONG ref = InterlockedDecrement(&impl->ref);
+    TRACE("iface %p, ref %u.\n", iface, ref);
+    return ref;
+}
+
+static HRESULT STDMETHODCALLTYPE windows_gaming_input_GetIids(
+        IActivationFactory *iface, ULONG *iid_count, IID **iids)
+{
+    FIXME("iface %p, iid_count %p, iids %p stub!\n", iface, iid_count, iids);
+    return E_NOTIMPL;
+}
+
+static HRESULT STDMETHODCALLTYPE windows_gaming_input_GetRuntimeClassName(
+        IActivationFactory *iface, HSTRING *class_name)
+{
+    FIXME("iface %p, class_name %p stub!\n", iface, class_name);
+    return E_NOTIMPL;
+}
+
+static HRESULT STDMETHODCALLTYPE windows_gaming_input_GetTrustLevel(
+        IActivationFactory *iface, TrustLevel *trust_level)
+{
+    FIXME("iface %p, trust_level %p stub!\n", iface, trust_level);
+    return E_NOTIMPL;
+}
+
+static HRESULT STDMETHODCALLTYPE windows_gaming_input_ActivateInstance(
+        IActivationFactory *iface, IInspectable **instance)
+{
+    FIXME("iface %p, instance %p stub!\n", iface, instance);
+    return E_NOTIMPL;
+}
+
+static const struct IActivationFactoryVtbl activation_factory_vtbl =
+{
+    windows_gaming_input_QueryInterface,
+    windows_gaming_input_AddRef,
+    windows_gaming_input_Release,
+    /* IInspectable methods */
+    windows_gaming_input_GetIids,
+    windows_gaming_input_GetRuntimeClassName,
+    windows_gaming_input_GetTrustLevel,
+    /* IActivationFactory methods */
+    windows_gaming_input_ActivateInstance,
+};
+
+static struct windows_gaming_input windows_gaming_input =
+{
+    {&activation_factory_vtbl},
+    1
+};
+
+HRESULT WINAPI DllCanUnloadNow(void)
+{
+    return S_FALSE;
+}
+
+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 classid, IActivationFactory **factory)
+{
+    TRACE("classid %s, factory %p.\n", debugstr_hstring(classid), factory);
+    *factory = &windows_gaming_input.IActivationFactory_iface;
+    IUnknown_AddRef(*factory);
+    return S_OK;
+}
diff --git a/dlls/windows.gaming.input/tests/Makefile.in b/dlls/windows.gaming.input/tests/Makefile.in
new file mode 100644
index 00000000000..08c8368e883
--- /dev/null
+++ b/dlls/windows.gaming.input/tests/Makefile.in
@@ -0,0 +1,5 @@
+TESTDLL = windows.gaming.input.dll
+IMPORTS = uuid
+
+C_SRCS = \
+	statics.c
diff --git a/dlls/windows.gaming.input/tests/statics.c b/dlls/windows.gaming.input/tests/statics.c
new file mode 100644
index 00000000000..8144a3fb8e8
--- /dev/null
+++ b/dlls/windows.gaming.input/tests/statics.c
@@ -0,0 +1,150 @@
+/*
+ * 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
+ */
+#define COBJMACROS
+#include <stdarg.h>
+
+#include "windef.h"
+#include "winbase.h"
+#include "winerror.h"
+#include "winstring.h"
+
+#include "initguid.h"
+#include "roapi.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"
+
+#include "wine/test.h"
+
+static HRESULT (WINAPI *pRoActivateInstance)(HSTRING, IInspectable **);
+static HRESULT (WINAPI *pRoGetActivationFactory)(HSTRING, REFIID, void **);
+static HRESULT (WINAPI *pRoInitialize)(RO_INIT_TYPE);
+static void    (WINAPI *pRoUninitialize)(void);
+static HRESULT (WINAPI *pWindowsCreateString)(LPCWSTR, UINT32, HSTRING *);
+static HRESULT (WINAPI *pWindowsDeleteString)(HSTRING);
+
+static void test_Gamepad(void)
+{
+    static const WCHAR *gamepad_name = L"Windows.Gaming.Input.Gamepad";
+
+    IVectorView_Gamepad *gamepads = NULL;
+    IActivationFactory *factory = NULL;
+    IGamepadStatics *gamepad_statics = NULL;
+    IInspectable *inspectable = NULL, *tmp_inspectable = NULL;
+    IAgileObject *agile_object = NULL, *tmp_agile_object = NULL;
+    HSTRING str;
+    HRESULT hr;
+    ULONG rc, size;
+
+    hr = pRoInitialize(RO_INIT_MULTITHREADED);
+    ok(SUCCEEDED(hr), "RoInitialize failed, hr %#x\n", hr);
+
+    hr = pWindowsCreateString(gamepad_name, wcslen(gamepad_name), &str);
+    ok(SUCCEEDED(hr), "WindowsCreateString failed, hr %#x\n", hr);
+
+    hr = pRoGetActivationFactory(str, &IID_IActivationFactory, (void **)&factory);
+    ok(SUCCEEDED(hr) || broken(hr == REGDB_E_CLASSNOTREG), "RoGetActivationFactory failed, hr %#x\n", hr);
+    if (hr == REGDB_E_CLASSNOTREG)
+    {
+        win_skip("%s runtimeclass not registered, skipping tests.\n", wine_dbgstr_w(gamepad_name));
+        return;
+    }
+
+    hr = IActivationFactory_QueryInterface(factory, &IID_IInspectable, (void **)&inspectable);
+    ok(SUCCEEDED(hr), "IActivationFactory_QueryInterface IID_IInspectable failed, hr %#x\n", hr);
+
+    hr = IActivationFactory_QueryInterface(factory, &IID_IAgileObject, (void **)&agile_object);
+    ok(SUCCEEDED(hr), "IActivationFactory_QueryInterface IID_IAgileObject failed, hr %#x\n", hr);
+
+    hr = IActivationFactory_QueryInterface(factory, &IID_IGamepadStatics, (void **)&gamepad_statics);
+    todo_wine ok(SUCCEEDED(hr), "IActivationFactory_QueryInterface IID_IGamepadStatics failed, hr %#x\n", hr);
+    if (FAILED(hr)) goto done;
+
+    hr = IGamepadStatics_QueryInterface(gamepad_statics, &IID_IInspectable, (void **)&tmp_inspectable);
+    ok(SUCCEEDED(hr), "IGamepadStatics_QueryInterface IID_IInspectable failed, hr %#x\n", hr);
+    ok(tmp_inspectable == inspectable, "IGamepadStatics_QueryInterface IID_IInspectable returned %p, expected %p\n", tmp_inspectable, inspectable);
+    IInspectable_Release(tmp_inspectable);
+
+    hr = IGamepadStatics_QueryInterface(gamepad_statics, &IID_IAgileObject, (void **)&tmp_agile_object);
+    ok(SUCCEEDED(hr), "IGamepadStatics_QueryInterface IID_IAgileObject failed, hr %#x\n", hr);
+    ok(tmp_agile_object == agile_object, "IGamepadStatics_QueryInterface IID_IAgileObject returned %p, expected %p\n", tmp_agile_object, agile_object);
+    IAgileObject_Release(tmp_agile_object);
+
+    hr = IGamepadStatics_get_Gamepads(gamepad_statics, &gamepads);
+    ok(SUCCEEDED(hr), "IGamepadStatics_get_Gamepads failed, hr %#x\n", hr);
+
+    hr = IVectorView_Gamepad_QueryInterface(gamepads, &IID_IInspectable, (void **)&tmp_inspectable);
+    ok(SUCCEEDED(hr), "IVectorView_Gamepad_QueryInterface failed, hr %#x\n", hr);
+    ok(tmp_inspectable != inspectable, "IVectorView_Gamepad_QueryInterface returned %p, expected %p\n", tmp_inspectable, inspectable);
+    IInspectable_Release(tmp_inspectable);
+
+    hr = IVectorView_Gamepad_QueryInterface(gamepads, &IID_IAgileObject, (void **)&tmp_agile_object);
+    ok(SUCCEEDED(hr), "IVectorView_Gamepad_QueryInterface failed, hr %#x\n", hr);
+    ok(tmp_agile_object != agile_object, "IVectorView_Gamepad_QueryInterface IID_IAgileObject returned agile_object\n");
+    IAgileObject_Release(tmp_agile_object);
+
+    size = 0xdeadbeef;
+    hr = IVectorView_Gamepad_get_Size(gamepads, &size);
+    ok(SUCCEEDED(hr), "IVectorView_Gamepad_QueryInterface failed, hr %#x\n", hr);
+    todo_wine ok(size != 0xdeadbeef, "IVectorView_Gamepad_get_Size returned %u\n", size);
+
+    rc = IVectorView_Gamepad_Release(gamepads);
+    todo_wine ok(rc == 1, "IVectorView_Gamepad_Release returned unexpected refcount %d\n", rc);
+
+    IGamepadStatics_Release(gamepad_statics);
+
+done:
+    IAgileObject_Release(agile_object);
+    IInspectable_Release(inspectable);
+    IActivationFactory_Release(factory);
+
+    pWindowsDeleteString(str);
+
+    pRoUninitialize();
+}
+
+START_TEST(statics)
+{
+    HMODULE combase;
+
+    if (!(combase = LoadLibraryW(L"combase.dll")))
+    {
+        win_skip("Failed to load combase.dll, skipping tests\n");
+        return;
+    }
+
+#define LOAD_FUNCPTR(x) \
+    if (!(p##x = (void*)GetProcAddress(combase, #x))) \
+    { \
+        win_skip("Failed to find %s in combase.dll, skipping tests.\n", #x); \
+        return; \
+    }
+
+    LOAD_FUNCPTR(RoActivateInstance);
+    LOAD_FUNCPTR(RoGetActivationFactory);
+    LOAD_FUNCPTR(RoInitialize);
+    LOAD_FUNCPTR(RoUninitialize);
+    LOAD_FUNCPTR(WindowsCreateString);
+    LOAD_FUNCPTR(WindowsDeleteString);
+#undef LOAD_FUNCPTR
+
+    test_Gamepad();
+}
diff --git a/dlls/windows.gaming.input/windows.gaming.input.spec b/dlls/windows.gaming.input/windows.gaming.input.spec
new file mode 100644
index 00000000000..20a8bfa98ea
--- /dev/null
+++ b/dlls/windows.gaming.input/windows.gaming.input.spec
@@ -0,0 +1,3 @@
+@ stdcall -private DllCanUnloadNow()
+@ stdcall -private DllGetActivationFactory(ptr ptr)
+@ stdcall -private DllGetClassObject(ptr ptr ptr)
diff --git a/include/Makefile.in b/include/Makefile.in
index 6c98f6d6c8b..1c80421ef6f 100644
--- a/include/Makefile.in
+++ b/include/Makefile.in
@@ -750,6 +750,7 @@ SOURCES = \
 	windns.h \
 	windows.foundation.collections.idl \
 	windows.foundation.idl \
+	windows.gaming.input.idl \
 	windows.h \
 	windows.media.speechsynthesis.idl \
 	windowscontracts.idl \
-- 
2.30.2




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