[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




More information about the wine-devel mailing list