[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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