[PATCH v3 2/7] windows.gaming.input: Stub GameControllerFactoryManager runtimeclass.
Rémi Bernon
rbernon at codeweavers.com
Wed Mar 2 07:03:02 CST 2022
Signed-off-by: Rémi Bernon <rbernon at codeweavers.com>
---
dlls/windows.gaming.input/Makefile.in | 1 +
dlls/windows.gaming.input/main.c | 2 +
dlls/windows.gaming.input/manager.c | 201 ++++++++++++++++++++++++++
dlls/windows.gaming.input/private.h | 4 +-
4 files changed, 207 insertions(+), 1 deletion(-)
create mode 100644 dlls/windows.gaming.input/manager.c
diff --git a/dlls/windows.gaming.input/Makefile.in b/dlls/windows.gaming.input/Makefile.in
index 5031e72f08d..d7f93283bec 100644
--- a/dlls/windows.gaming.input/Makefile.in
+++ b/dlls/windows.gaming.input/Makefile.in
@@ -5,6 +5,7 @@ C_SRCS = \
controller.c \
gamepad.c \
main.c \
+ manager.c \
vector.c
IDL_SRCS = classes.idl
diff --git a/dlls/windows.gaming.input/main.c b/dlls/windows.gaming.input/main.c
index aac21a0c33c..c050d1d5113 100644
--- a/dlls/windows.gaming.input/main.c
+++ b/dlls/windows.gaming.input/main.c
@@ -49,6 +49,8 @@ HRESULT WINAPI DllGetActivationFactory( HSTRING class_str, IActivationFactory **
IActivationFactory_AddRef( (*factory = controller_factory) );
if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_Gamepad ))
IActivationFactory_AddRef( (*factory = gamepad_factory) );
+ if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_Custom_GameControllerFactoryManager ))
+ IActivationFactory_AddRef( (*factory = manager_factory) );
if (*factory) return S_OK;
return REGDB_E_CLASSNOTREG;
diff --git a/dlls/windows.gaming.input/manager.c b/dlls/windows.gaming.input/manager.c
new file mode 100644
index 00000000000..61f639b8e7e
--- /dev/null
+++ b/dlls/windows.gaming.input/manager.c
@@ -0,0 +1,201 @@
+/* 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 "private.h"
+
+#include "wine/debug.h"
+#include "wine/list.h"
+
+WINE_DEFAULT_DEBUG_CHANNEL(input);
+
+struct manager_statics
+{
+ IActivationFactory IActivationFactory_iface;
+ IGameControllerFactoryManagerStatics IGameControllerFactoryManagerStatics_iface;
+ IGameControllerFactoryManagerStatics2 IGameControllerFactoryManagerStatics2_iface;
+ LONG ref;
+};
+
+static inline struct manager_statics *impl_from_IActivationFactory( IActivationFactory *iface )
+{
+ return CONTAINING_RECORD( iface, struct manager_statics, IActivationFactory_iface );
+}
+
+static HRESULT WINAPI factory_QueryInterface( IActivationFactory *iface, REFIID iid, void **out )
+{
+ struct manager_statics *impl = impl_from_IActivationFactory( iface );
+
+ TRACE( "iface %p, iid %s, out %p.\n", iface, debugstr_guid( iid ), out );
+
+ if (IsEqualGUID( iid, &IID_IUnknown ) ||
+ IsEqualGUID( iid, &IID_IInspectable ) ||
+ IsEqualGUID( iid, &IID_IAgileObject ) ||
+ IsEqualGUID( iid, &IID_IActivationFactory ))
+ {
+ IInspectable_AddRef( (*out = &impl->IActivationFactory_iface) );
+ return S_OK;
+ }
+
+ if (IsEqualGUID( iid, &IID_IGameControllerFactoryManagerStatics ))
+ {
+ IInspectable_AddRef( (*out = &impl->IGameControllerFactoryManagerStatics_iface) );
+ return S_OK;
+ }
+
+ if (IsEqualGUID( iid, &IID_IGameControllerFactoryManagerStatics2 ))
+ {
+ IInspectable_AddRef( (*out = &impl->IGameControllerFactoryManagerStatics2_iface) );
+ return S_OK;
+ }
+
+ FIXME( "%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid( iid ) );
+ *out = NULL;
+ return E_NOINTERFACE;
+}
+
+static ULONG WINAPI factory_AddRef( IActivationFactory *iface )
+{
+ struct manager_statics *impl = impl_from_IActivationFactory( iface );
+ ULONG ref = InterlockedIncrement( &impl->ref );
+ TRACE( "iface %p increasing refcount to %lu.\n", iface, ref );
+ return ref;
+}
+
+static ULONG WINAPI factory_Release( IActivationFactory *iface )
+{
+ struct manager_statics *impl = impl_from_IActivationFactory( iface );
+ ULONG ref = InterlockedDecrement( &impl->ref );
+ TRACE( "iface %p decreasing refcount to %lu.\n", iface, ref );
+ return ref;
+}
+
+static HRESULT WINAPI factory_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 WINAPI factory_GetRuntimeClassName( IActivationFactory *iface, HSTRING *class_name )
+{
+ FIXME( "iface %p, class_name %p stub!\n", iface, class_name );
+ return E_NOTIMPL;
+}
+
+static HRESULT WINAPI factory_GetTrustLevel( IActivationFactory *iface, TrustLevel *trust_level )
+{
+ FIXME( "iface %p, trust_level %p stub!\n", iface, trust_level );
+ return E_NOTIMPL;
+}
+
+static HRESULT WINAPI factory_ActivateInstance( IActivationFactory *iface, IInspectable **instance )
+{
+ FIXME( "iface %p, instance %p stub!\n", iface, instance );
+ return E_NOTIMPL;
+}
+
+static const struct IActivationFactoryVtbl factory_vtbl =
+{
+ factory_QueryInterface,
+ factory_AddRef,
+ factory_Release,
+ /* IInspectable methods */
+ factory_GetIids,
+ factory_GetRuntimeClassName,
+ factory_GetTrustLevel,
+ /* IActivationFactory methods */
+ factory_ActivateInstance,
+};
+
+DEFINE_IINSPECTABLE( statics, IGameControllerFactoryManagerStatics, struct manager_statics, IActivationFactory_iface )
+
+static HRESULT WINAPI
+statics_RegisterCustomFactoryForGipInterface( IGameControllerFactoryManagerStatics *iface,
+ ICustomGameControllerFactory *factory,
+ GUID interface_id )
+{
+ FIXME( "iface %p, factory %p, interface_id %s stub!\n", iface, factory, debugstr_guid(&interface_id) );
+ return E_NOTIMPL;
+}
+
+static HRESULT WINAPI
+statics_RegisterCustomFactoryForHardwareId( IGameControllerFactoryManagerStatics *iface,
+ ICustomGameControllerFactory *factory,
+ UINT16 vendor_id, UINT16 product_id )
+{
+ FIXME( "iface %p, factory %p, vendor_id %u, product_id %u stub!\n", iface, factory, vendor_id, product_id );
+ return E_NOTIMPL;
+}
+
+static HRESULT WINAPI
+statics_RegisterCustomFactoryForXusbType( IGameControllerFactoryManagerStatics *iface,
+ ICustomGameControllerFactory *factory,
+ XusbDeviceType type, XusbDeviceSubtype subtype )
+{
+ FIXME( "iface %p, factory %p, type %d, subtype %d stub!\n", iface, factory, type, subtype );
+ return E_NOTIMPL;
+}
+
+static const struct IGameControllerFactoryManagerStaticsVtbl statics_vtbl =
+{
+ statics_QueryInterface,
+ statics_AddRef,
+ statics_Release,
+ /* IInspectable methods */
+ statics_GetIids,
+ statics_GetRuntimeClassName,
+ statics_GetTrustLevel,
+ /* IGameControllerFactoryManagerStatics methods */
+ statics_RegisterCustomFactoryForGipInterface,
+ statics_RegisterCustomFactoryForHardwareId,
+ statics_RegisterCustomFactoryForXusbType,
+};
+
+DEFINE_IINSPECTABLE( statics2, IGameControllerFactoryManagerStatics2, struct manager_statics, IActivationFactory_iface )
+
+static HRESULT WINAPI
+statics2_TryGetFactoryControllerFromGameController( IGameControllerFactoryManagerStatics2 *iface,
+ ICustomGameControllerFactory *factory,
+ IGameController *controller, IGameController **value )
+{
+ FIXME( "iface %p, factory %p, controller %p, value %p stub!\n", iface, factory, controller, value );
+ return E_NOTIMPL;
+}
+
+static const struct IGameControllerFactoryManagerStatics2Vtbl statics2_vtbl =
+{
+ statics2_QueryInterface,
+ statics2_AddRef,
+ statics2_Release,
+ /* IInspectable methods */
+ statics2_GetIids,
+ statics2_GetRuntimeClassName,
+ statics2_GetTrustLevel,
+ /* IGameControllerFactoryManagerStatics2 methods */
+ statics2_TryGetFactoryControllerFromGameController,
+};
+
+static struct manager_statics manager_statics =
+{
+ {&factory_vtbl},
+ {&statics_vtbl},
+ {&statics2_vtbl},
+ 1,
+};
+
+IActivationFactory *manager_factory = &manager_statics.IActivationFactory_iface;
diff --git a/dlls/windows.gaming.input/private.h b/dlls/windows.gaming.input/private.h
index d36f88d58e4..c6dd1105896 100644
--- a/dlls/windows.gaming.input/private.h
+++ b/dlls/windows.gaming.input/private.h
@@ -32,10 +32,12 @@
#define WIDL_using_Windows_Foundation_Collections
#include "windows.foundation.h"
#define WIDL_using_Windows_Gaming_Input
-#include "windows.gaming.input.h"
+#define WIDL_using_Windows_Gaming_Input_Custom
+#include "windows.gaming.input.custom.h"
extern IActivationFactory *controller_factory;
extern IActivationFactory *gamepad_factory;
+extern IActivationFactory *manager_factory;
extern HRESULT vector_create( REFIID iid, REFIID view_iid, void **out );
--
2.34.1
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