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windows.gaming.input: Return an empty vector from RawGameController_get_ForceFeedbackMotors.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -5283,10 +5283,8 @@ static void test_windows_gaming_input(void)
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set_hid_expect( file, expect_acquire, sizeof(expect_acquire) );
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hr = IRawGameController_get_ForceFeedbackMotors( raw_controller, &motors_view );
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todo_wine
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ok( hr == S_OK, "get_ForceFeedbackMotors returned %#lx\n", hr );
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wait_hid_expect_( __FILE__, __LINE__, file, 100, TRUE ); /* device gain reports are written asynchronously */
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if (!motors_view) goto skip_tests;
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hr = IVectorView_ForceFeedbackMotor_get_Size( motors_view, &size );
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ok( hr == S_OK, "get_Size returned %#lx\n", hr );
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@ -5296,6 +5294,7 @@ static void test_windows_gaming_input(void)
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todo_wine
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ok( hr == S_OK, "GetAt returned %#lx\n", hr );
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IVectorView_ForceFeedbackMotor_Release( motors_view );
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if (hr != S_OK) goto skip_tests;
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check_interface( motor, &IID_IUnknown, TRUE );
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check_interface( motor, &IID_IInspectable, TRUE );
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@ -229,8 +229,23 @@ static HRESULT WINAPI raw_controller_get_ButtonCount( IRawGameController *iface,
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static HRESULT WINAPI raw_controller_get_ForceFeedbackMotors( IRawGameController *iface, IVectorView_ForceFeedbackMotor **value )
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{
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FIXME( "iface %p, value %p stub!\n", iface, value );
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return E_NOTIMPL;
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static const struct vector_iids iids =
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{
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.vector = &IID_IVector_ForceFeedbackMotor,
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.view = &IID_IVectorView_ForceFeedbackMotor,
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.iterable = &IID_IIterable_ForceFeedbackMotor,
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.iterator = &IID_IIterator_ForceFeedbackMotor,
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};
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IVector_ForceFeedbackMotor *vector;
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HRESULT hr;
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TRACE( "iface %p, value %p\n", iface, value );
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if (FAILED(hr = vector_create( &iids, (void **)&vector ))) return hr;
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hr = IVector_ForceFeedbackMotor_GetView( vector, value );
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IVector_ForceFeedbackMotor_Release( vector );
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return hr;
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}
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static HRESULT WINAPI raw_controller_get_HardwareProductId( IRawGameController *iface, UINT16 *value )
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@ -36,7 +36,10 @@ namespace Windows.Gaming.Input.ForceFeedback {
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declare {
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interface Windows.Foundation.AsyncOperationCompletedHandler<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>;
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interface Windows.Foundation.IAsyncOperation<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>;
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interface Windows.Foundation.Collections.IIterator<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor *>;
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interface Windows.Foundation.Collections.IIterable<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor *>;
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interface Windows.Foundation.Collections.IVectorView<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor *>;
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interface Windows.Foundation.Collections.IVector<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor *>;
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}
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[
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