[PATCH 5/7] windows.gaming.input: Implement IGamepadStatics stubs.
Rémi Bernon
rbernon at codeweavers.com
Wed Mar 17 07:07:06 CDT 2021
Signed-off-by: Rémi Bernon <rbernon at codeweavers.com>
---
dlls/windows.gaming.input/main.c | 113 ++++++++++++++++++++++
dlls/windows.gaming.input/tests/statics.c | 8 +-
2 files changed, 117 insertions(+), 4 deletions(-)
diff --git a/dlls/windows.gaming.input/main.c b/dlls/windows.gaming.input/main.c
index 05ef844893b..50d73a1adf4 100644
--- a/dlls/windows.gaming.input/main.c
+++ b/dlls/windows.gaming.input/main.c
@@ -29,7 +29,10 @@
#include "initguid.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"
WINE_DEFAULT_DEBUG_CHANNEL(input);
@@ -46,6 +49,7 @@ static const char *debugstr_hstring(HSTRING hstr)
struct windows_gaming_input
{
IActivationFactory IActivationFactory_iface;
+ IGamepadStatics IGamepadStatics_iface;
LONG ref;
};
@@ -54,9 +58,16 @@ static inline struct windows_gaming_input *impl_from_IActivationFactory(IActivat
return CONTAINING_RECORD(iface, struct windows_gaming_input, IActivationFactory_iface);
}
+static inline struct windows_gaming_input *impl_from_IGamepadStatics(IGamepadStatics *iface)
+{
+ return CONTAINING_RECORD(iface, struct windows_gaming_input, IGamepadStatics_iface);
+}
+
static HRESULT STDMETHODCALLTYPE windows_gaming_input_QueryInterface(
IActivationFactory *iface, REFIID iid, void **out)
{
+ struct windows_gaming_input *impl = impl_from_IActivationFactory(iface);
+
TRACE("iface %p, iid %s, out %p stub!\n", iface, debugstr_guid(iid), out);
if (IsEqualGUID(iid, &IID_IUnknown) ||
@@ -69,6 +80,13 @@ static HRESULT STDMETHODCALLTYPE windows_gaming_input_QueryInterface(
return S_OK;
}
+ if (IsEqualGUID(iid, &IID_IGamepadStatics))
+ {
+ IUnknown_AddRef(iface);
+ *out = &impl->IGamepadStatics_iface;
+ return S_OK;
+ }
+
FIXME("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(iid));
*out = NULL;
return E_NOINTERFACE;
@@ -133,9 +151,104 @@ static const struct IActivationFactoryVtbl activation_factory_vtbl =
windows_gaming_input_ActivateInstance,
};
+static HRESULT STDMETHODCALLTYPE gamepad_statics_QueryInterface(
+ IGamepadStatics *iface, REFIID iid, void **out)
+{
+ struct windows_gaming_input *impl = impl_from_IGamepadStatics(iface);
+ return windows_gaming_input_QueryInterface(&impl->IActivationFactory_iface, iid, out);
+}
+
+static ULONG STDMETHODCALLTYPE gamepad_statics_AddRef(
+ IGamepadStatics *iface)
+{
+ struct windows_gaming_input *impl = impl_from_IGamepadStatics(iface);
+ return windows_gaming_input_AddRef(&impl->IActivationFactory_iface);
+}
+
+static ULONG STDMETHODCALLTYPE gamepad_statics_Release(
+ IGamepadStatics *iface)
+{
+ struct windows_gaming_input *impl = impl_from_IGamepadStatics(iface);
+ return windows_gaming_input_Release(&impl->IActivationFactory_iface);
+}
+
+static HRESULT STDMETHODCALLTYPE gamepad_statics_GetIids(
+ IGamepadStatics *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 gamepad_statics_GetRuntimeClassName(
+ IGamepadStatics *iface, HSTRING *class_name)
+{
+ FIXME("iface %p, class_name %p stub!\n", iface, class_name);
+ return E_NOTIMPL;
+}
+
+static HRESULT STDMETHODCALLTYPE gamepad_statics_GetTrustLevel(
+ IGamepadStatics *iface, TrustLevel *trust_level)
+{
+ FIXME("iface %p, trust_level %p stub!\n", iface, trust_level);
+ return E_NOTIMPL;
+}
+
+static HRESULT STDMETHODCALLTYPE gamepad_statics_add_GamepadAdded(
+ IGamepadStatics *iface, IEventHandler_Gamepad *value, EventRegistrationToken* token)
+{
+ FIXME("iface %p, value %p, token %p stub!\n", iface, value, token);
+ return E_NOTIMPL;
+}
+
+static HRESULT STDMETHODCALLTYPE gamepad_statics_remove_GamepadAdded(
+ IGamepadStatics *iface, EventRegistrationToken token)
+{
+ FIXME("iface %p, token %#I64x stub!\n", iface, token.value);
+ return E_NOTIMPL;
+}
+
+static HRESULT STDMETHODCALLTYPE gamepad_statics_add_GamepadRemoved(
+ IGamepadStatics *iface, IEventHandler_Gamepad *value, EventRegistrationToken* token)
+{
+ FIXME("iface %p, value %p, token %p stub!\n", iface, value, token);
+ return E_NOTIMPL;
+}
+
+static HRESULT STDMETHODCALLTYPE gamepad_statics_remove_GamepadRemoved(
+ IGamepadStatics *iface, EventRegistrationToken token)
+{
+ FIXME("iface %p, token %#I64x stub!\n", iface, token.value);
+ return E_NOTIMPL;
+}
+
+static HRESULT STDMETHODCALLTYPE gamepad_statics_get_Gamepads(
+ IGamepadStatics *iface, IVectorView_Gamepad **value)
+{
+ FIXME("iface %p, value %p stub!\n", iface, value);
+ return E_NOTIMPL;
+}
+
+static const struct IGamepadStaticsVtbl gamepad_statics_vtbl =
+{
+ gamepad_statics_QueryInterface,
+ gamepad_statics_AddRef,
+ gamepad_statics_Release,
+ /* IInspectable methods */
+ gamepad_statics_GetIids,
+ gamepad_statics_GetRuntimeClassName,
+ gamepad_statics_GetTrustLevel,
+ /* IGamepadStatics methods */
+ gamepad_statics_add_GamepadAdded,
+ gamepad_statics_remove_GamepadAdded,
+ gamepad_statics_add_GamepadRemoved,
+ gamepad_statics_remove_GamepadRemoved,
+ gamepad_statics_get_Gamepads,
+};
+
static struct windows_gaming_input windows_gaming_input =
{
{&activation_factory_vtbl},
+ {&gamepad_statics_vtbl},
1
};
diff --git a/dlls/windows.gaming.input/tests/statics.c b/dlls/windows.gaming.input/tests/statics.c
index 8144a3fb8e8..de04bdf4cf3 100644
--- a/dlls/windows.gaming.input/tests/statics.c
+++ b/dlls/windows.gaming.input/tests/statics.c
@@ -75,8 +75,7 @@ static void test_Gamepad(void)
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;
+ ok(SUCCEEDED(hr), "IActivationFactory_QueryInterface IID_IGamepadStatics failed, hr %#x\n", hr);
hr = IGamepadStatics_QueryInterface(gamepad_statics, &IID_IInspectable, (void **)&tmp_inspectable);
ok(SUCCEEDED(hr), "IGamepadStatics_QueryInterface IID_IInspectable failed, hr %#x\n", hr);
@@ -89,7 +88,8 @@ static void test_Gamepad(void)
IAgileObject_Release(tmp_agile_object);
hr = IGamepadStatics_get_Gamepads(gamepad_statics, &gamepads);
- ok(SUCCEEDED(hr), "IGamepadStatics_get_Gamepads failed, hr %#x\n", hr);
+ todo_wine ok(SUCCEEDED(hr), "IGamepadStatics_get_Gamepads failed, hr %#x\n", hr);
+ if (FAILED(hr)) goto done;
hr = IVectorView_Gamepad_QueryInterface(gamepads, &IID_IInspectable, (void **)&tmp_inspectable);
ok(SUCCEEDED(hr), "IVectorView_Gamepad_QueryInterface failed, hr %#x\n", hr);
@@ -109,9 +109,9 @@ static void test_Gamepad(void)
rc = IVectorView_Gamepad_Release(gamepads);
todo_wine ok(rc == 1, "IVectorView_Gamepad_Release returned unexpected refcount %d\n", rc);
+done:
IGamepadStatics_Release(gamepad_statics);
-done:
IAgileObject_Release(agile_object);
IInspectable_Release(inspectable);
IActivationFactory_Release(factory);
--
2.30.2
More information about the wine-devel
mailing list