[PATCH 2/7] windows.gaming.input: Stub ICustomGameControllerFactory for RawGameController.

Rémi Bernon rbernon at codeweavers.com
Mon Mar 7 03:40:24 CST 2022


Signed-off-by: Rémi Bernon <rbernon at codeweavers.com>
---
 dlls/windows.gaming.input/controller.c | 46 +++++++++++++++++++++++++-
 dlls/windows.gaming.input/main.c       |  5 +--
 dlls/windows.gaming.input/private.h    |  2 +-
 3 files changed, 49 insertions(+), 4 deletions(-)

diff --git a/dlls/windows.gaming.input/controller.c b/dlls/windows.gaming.input/controller.c
index 75ead342004..27c5d6ebd32 100644
--- a/dlls/windows.gaming.input/controller.c
+++ b/dlls/windows.gaming.input/controller.c
@@ -27,6 +27,7 @@ struct controller_statics
 {
     IActivationFactory IActivationFactory_iface;
     IRawGameControllerStatics IRawGameControllerStatics_iface;
+    ICustomGameControllerFactory ICustomGameControllerFactory_iface;
     LONG ref;
 };
 
@@ -56,6 +57,12 @@ static HRESULT WINAPI factory_QueryInterface( IActivationFactory *iface, REFIID
         return S_OK;
     }
 
+    if (IsEqualGUID( iid, &IID_ICustomGameControllerFactory ))
+    {
+        IInspectable_AddRef( (*out = &impl->ICustomGameControllerFactory_iface) );
+        return S_OK;
+    }
+
     FIXME( "%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid( iid ) );
     *out = NULL;
     return E_NOINTERFACE;
@@ -189,11 +196,48 @@ static const struct IRawGameControllerStaticsVtbl statics_vtbl =
     statics_FromGameController,
 };
 
+DEFINE_IINSPECTABLE( controller_factory, ICustomGameControllerFactory, struct controller_statics, IActivationFactory_iface )
+
+static HRESULT WINAPI controller_factory_CreateGameController( ICustomGameControllerFactory *iface, IGameControllerProvider *provider,
+                                                               IInspectable **value )
+{
+    FIXME( "iface %p, provider %p, value %p stub!\n", iface, provider, value );
+    return E_NOTIMPL;
+}
+
+static HRESULT WINAPI controller_factory_OnGameControllerAdded( ICustomGameControllerFactory *iface, IGameController *value )
+{
+    FIXME( "iface %p, value %p stub!\n", iface, value );
+    return E_NOTIMPL;
+}
+
+static HRESULT WINAPI controller_factory_OnGameControllerRemoved( ICustomGameControllerFactory *iface, IGameController *value )
+{
+    FIXME( "iface %p, value %p stub!\n", iface, value );
+    return E_NOTIMPL;
+}
+
+static const struct ICustomGameControllerFactoryVtbl controller_factory_vtbl =
+{
+    controller_factory_QueryInterface,
+    controller_factory_AddRef,
+    controller_factory_Release,
+    /* IInspectable methods */
+    controller_factory_GetIids,
+    controller_factory_GetRuntimeClassName,
+    controller_factory_GetTrustLevel,
+    /* ICustomGameControllerFactory methods */
+    controller_factory_CreateGameController,
+    controller_factory_OnGameControllerAdded,
+    controller_factory_OnGameControllerRemoved,
+};
+
 static struct controller_statics controller_statics =
 {
     {&factory_vtbl},
     {&statics_vtbl},
+    {&controller_factory_vtbl},
     1,
 };
 
-IActivationFactory *controller_factory = &controller_statics.IActivationFactory_iface;
+ICustomGameControllerFactory *controller_factory = &controller_statics.ICustomGameControllerFactory_iface;
diff --git a/dlls/windows.gaming.input/main.c b/dlls/windows.gaming.input/main.c
index 03d47e1ce2f..d4bfec108ef 100644
--- a/dlls/windows.gaming.input/main.c
+++ b/dlls/windows.gaming.input/main.c
@@ -169,6 +169,7 @@ HRESULT WINAPI DllGetActivationFactory( HSTRING class_str, IActivationFactory **
 {
     static INIT_ONCE init_once = INIT_ONCE_STATIC_INIT;
     const WCHAR *buffer = WindowsGetStringRawBuffer( class_str, NULL );
+    HRESULT hr = S_OK;
 
     TRACE( "class %s, factory %p.\n", debugstr_w(buffer), factory );
 
@@ -177,13 +178,13 @@ HRESULT WINAPI DllGetActivationFactory( HSTRING class_str, IActivationFactory **
     *factory = NULL;
 
     if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_RawGameController ))
-        IActivationFactory_AddRef( (*factory = controller_factory) );
+        hr = ICustomGameControllerFactory_QueryInterface( controller_factory, &IID_IActivationFactory, (void **)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;
+    if (SUCCEEDED(hr) && *factory) return S_OK;
     return REGDB_E_CLASSNOTREG;
 }
 
diff --git a/dlls/windows.gaming.input/private.h b/dlls/windows.gaming.input/private.h
index a0bd45b3f20..fbec3d8189d 100644
--- a/dlls/windows.gaming.input/private.h
+++ b/dlls/windows.gaming.input/private.h
@@ -36,7 +36,7 @@
 #include "windows.gaming.input.custom.h"
 
 extern HINSTANCE windows_gaming_input;
-extern IActivationFactory *controller_factory;
+extern ICustomGameControllerFactory *controller_factory;
 extern IActivationFactory *gamepad_factory;
 extern IActivationFactory *manager_factory;
 
-- 
2.34.1




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