windows.gaming.input: Stub ICustomGameControllerFactory for Gamepad.

Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Rémi Bernon 2022-03-07 10:40:25 +01:00 committed by Alexandre Julliard
parent 5adbc011d9
commit 00ff428b30
3 changed files with 47 additions and 3 deletions

View file

@ -27,6 +27,7 @@ struct gamepad_statics
{
IActivationFactory IActivationFactory_iface;
IGamepadStatics IGamepadStatics_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;
@ -181,11 +188,48 @@ static const struct IGamepadStaticsVtbl statics_vtbl =
statics_get_Gamepads,
};
DEFINE_IINSPECTABLE( controller_factory, ICustomGameControllerFactory, struct gamepad_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 gamepad_statics gamepad_statics =
{
{&factory_vtbl},
{&statics_vtbl},
{&controller_factory_vtbl},
1,
};
IActivationFactory *gamepad_factory = &gamepad_statics.IActivationFactory_iface;
ICustomGameControllerFactory *gamepad_factory = &gamepad_statics.ICustomGameControllerFactory_iface;

View file

@ -180,7 +180,7 @@ HRESULT WINAPI DllGetActivationFactory( HSTRING class_str, IActivationFactory **
if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_RawGameController ))
hr = ICustomGameControllerFactory_QueryInterface( controller_factory, &IID_IActivationFactory, (void **)factory );
if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_Gamepad ))
IActivationFactory_AddRef( (*factory = gamepad_factory) );
hr = ICustomGameControllerFactory_QueryInterface( gamepad_factory, &IID_IActivationFactory, (void **)factory );
if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_Custom_GameControllerFactoryManager ))
IActivationFactory_AddRef( (*factory = manager_factory) );

View file

@ -37,7 +37,7 @@
extern HINSTANCE windows_gaming_input;
extern ICustomGameControllerFactory *controller_factory;
extern IActivationFactory *gamepad_factory;
extern ICustomGameControllerFactory *gamepad_factory;
extern IActivationFactory *manager_factory;
extern HRESULT vector_create( REFIID iid, REFIID view_iid, void **out );