mirror of
git://source.winehq.org/git/wine.git
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windows.gaming.ui.gamebar: Add stub DLL.
This commit is contained in:
parent
0aacfd6861
commit
dde251a008
3
configure
vendored
3
configure
vendored
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@ -1446,6 +1446,7 @@ enable_wimgapi
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enable_win32u
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enable_windows_devices_enumeration
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enable_windows_gaming_input
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enable_windows_gaming_ui_gamebar
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enable_windows_globalization
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enable_windows_media_devices
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enable_windows_media_speech
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@ -22102,6 +22103,8 @@ wine_fn_config_makefile dlls/windows.devices.enumeration enable_windows_devices_
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wine_fn_config_makefile dlls/windows.devices.enumeration/tests enable_tests
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wine_fn_config_makefile dlls/windows.gaming.input enable_windows_gaming_input
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wine_fn_config_makefile dlls/windows.gaming.input/tests enable_tests
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wine_fn_config_makefile dlls/windows.gaming.ui.gamebar enable_windows_gaming_ui_gamebar
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wine_fn_config_makefile dlls/windows.gaming.ui.gamebar/tests enable_tests
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wine_fn_config_makefile dlls/windows.globalization enable_windows_globalization
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wine_fn_config_makefile dlls/windows.globalization/tests enable_tests
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wine_fn_config_makefile dlls/windows.media.devices enable_windows_media_devices
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@ -3198,6 +3198,8 @@ WINE_CONFIG_MAKEFILE(dlls/windows.devices.enumeration)
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WINE_CONFIG_MAKEFILE(dlls/windows.devices.enumeration/tests)
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WINE_CONFIG_MAKEFILE(dlls/windows.gaming.input)
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WINE_CONFIG_MAKEFILE(dlls/windows.gaming.input/tests)
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WINE_CONFIG_MAKEFILE(dlls/windows.gaming.ui.gamebar)
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WINE_CONFIG_MAKEFILE(dlls/windows.gaming.ui.gamebar/tests)
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WINE_CONFIG_MAKEFILE(dlls/windows.globalization)
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WINE_CONFIG_MAKEFILE(dlls/windows.globalization/tests)
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WINE_CONFIG_MAKEFILE(dlls/windows.media.devices)
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8
dlls/windows.gaming.ui.gamebar/Makefile.in
Normal file
8
dlls/windows.gaming.ui.gamebar/Makefile.in
Normal file
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@ -0,0 +1,8 @@
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MODULE = windows.gaming.ui.gamebar.dll
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IMPORTS = combase uuid
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C_SRCS = \
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main.c
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IDL_SRCS = \
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classes.idl
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33
dlls/windows.gaming.ui.gamebar/classes.idl
Normal file
33
dlls/windows.gaming.ui.gamebar/classes.idl
Normal file
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@ -0,0 +1,33 @@
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/*
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* Runtime Classes for windows.gaming.ui.gamebar.dll
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*
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* Copyright 2022 Paul Gofman for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#pragma makedep register
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#ifdef __WIDL__
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#pragma winrt ns_prefix
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#endif
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import "inspectable.idl";
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import "eventtoken.idl";
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import "windowscontracts.idl";
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import "windows.foundation.idl";
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#define DO_NO_IMPORTS
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#include "windows.gaming.ui.idl"
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153
dlls/windows.gaming.ui.gamebar/main.c
Normal file
153
dlls/windows.gaming.ui.gamebar/main.c
Normal file
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@ -0,0 +1,153 @@
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/* WinRT Windows.Gaming.UI.GameBar implementation
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*
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* Copyright 2022 Paul Gofman for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "initguid.h"
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#include "private.h"
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#include "wine/debug.h"
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WINE_DEFAULT_DEBUG_CHANNEL(gamebar);
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struct gamebar_statics
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{
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IActivationFactory IActivationFactory_iface;
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LONG ref;
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};
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static inline struct gamebar_statics *impl_from_IActivationFactory( IActivationFactory *iface )
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{
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return CONTAINING_RECORD( iface, struct gamebar_statics, IActivationFactory_iface );
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}
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static HRESULT WINAPI factory_QueryInterface( IActivationFactory *iface, REFIID iid, void **out )
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{
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struct gamebar_statics *impl = impl_from_IActivationFactory( iface );
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TRACE( "iface %p, iid %s, out %p.\n", iface, debugstr_guid( iid ), out );
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if (IsEqualGUID( iid, &IID_IUnknown ) ||
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IsEqualGUID( iid, &IID_IInspectable ) ||
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IsEqualGUID( iid, &IID_IAgileObject ) ||
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IsEqualGUID( iid, &IID_IActivationFactory ))
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{
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*out = &impl->IActivationFactory_iface;
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IInspectable_AddRef( *out );
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return S_OK;
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}
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FIXME( "%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid( iid ) );
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*out = NULL;
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return E_NOINTERFACE;
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}
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static ULONG WINAPI factory_AddRef( IActivationFactory *iface )
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{
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struct gamebar_statics *impl = impl_from_IActivationFactory( iface );
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ULONG ref = InterlockedIncrement( &impl->ref );
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TRACE( "iface %p increasing refcount to %lu.\n", iface, ref );
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return ref;
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}
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static ULONG WINAPI factory_Release( IActivationFactory *iface )
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{
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struct gamebar_statics *impl = impl_from_IActivationFactory( iface );
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ULONG ref = InterlockedDecrement( &impl->ref );
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TRACE( "iface %p decreasing refcount to %lu.\n", iface, ref );
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return ref;
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}
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static HRESULT WINAPI factory_GetIids( IActivationFactory *iface, ULONG *iid_count, IID **iids )
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{
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FIXME( "iface %p, iid_count %p, iids %p stub!\n", iface, iid_count, iids );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI factory_GetRuntimeClassName( IActivationFactory *iface, HSTRING *class_name )
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{
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FIXME( "iface %p, class_name %p stub!\n", iface, class_name );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI factory_GetTrustLevel( IActivationFactory *iface, TrustLevel *trust_level )
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{
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FIXME( "iface %p, trust_level %p stub!\n", iface, trust_level );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI factory_ActivateInstance( IActivationFactory *iface, IInspectable **instance )
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{
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FIXME( "iface %p, instance %p stub!\n", iface, instance );
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return E_NOTIMPL;
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}
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static const struct IActivationFactoryVtbl factory_vtbl =
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{
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factory_QueryInterface,
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factory_AddRef,
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factory_Release,
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/* IInspectable methods */
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factory_GetIids,
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factory_GetRuntimeClassName,
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factory_GetTrustLevel,
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/* IActivationFactory methods */
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factory_ActivateInstance,
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};
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static struct gamebar_statics gamebar_statics =
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{
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{&factory_vtbl},
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1,
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};
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static IActivationFactory *gamebar_factory = &gamebar_statics.IActivationFactory_iface;
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HRESULT WINAPI DllGetClassObject( REFCLSID clsid, REFIID riid, void **out )
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{
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FIXME("clsid %s, riid %s, out %p stub!\n", debugstr_guid(clsid), debugstr_guid(riid), out);
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return CLASS_E_CLASSNOTAVAILABLE;
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}
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HRESULT WINAPI DllGetActivationFactory( HSTRING class_str, IActivationFactory **factory )
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{
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const WCHAR *buffer = WindowsGetStringRawBuffer( class_str, NULL );
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TRACE( "class %s, factory %p.\n", debugstr_w(buffer), factory );
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*factory = NULL;
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if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_UI_GameBar ))
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IActivationFactory_QueryInterface( gamebar_factory, &IID_IActivationFactory, (void **)factory );
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if (*factory) return S_OK;
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return CLASS_E_CLASSNOTAVAILABLE;
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}
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BOOL WINAPI DllMain( HINSTANCE instance, DWORD reason, void *reserved )
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{
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TRACE( "instance %p, reason %lu, reserved %p.\n", instance, reason, reserved );
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switch (reason)
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{
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case DLL_PROCESS_ATTACH:
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DisableThreadLibraryCalls( instance );
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break;
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}
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return TRUE;
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}
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31
dlls/windows.gaming.ui.gamebar/private.h
Normal file
31
dlls/windows.gaming.ui.gamebar/private.h
Normal file
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/* WinRT Windows.Gaming.UI.GameBar implementation
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*
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* Copyright 2022 Paul Gofman for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include <stdarg.h>
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#include <stddef.h>
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#define COBJMACROS
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#include "windef.h"
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#include "winbase.h"
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#include "winstring.h"
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#define WIDL_using_Windows_Foundation
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#define WIDL_using_Windows_Gaming_UI
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#include "activation.h"
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#include "windows.gaming.ui.h"
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5
dlls/windows.gaming.ui.gamebar/tests/Makefile.in
Normal file
5
dlls/windows.gaming.ui.gamebar/tests/Makefile.in
Normal file
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TESTDLL = windows.gaming.ui.gamebar.dll
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IMPORTS = combase
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C_SRCS = \
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gamebar.c
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86
dlls/windows.gaming.ui.gamebar/tests/gamebar.c
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86
dlls/windows.gaming.ui.gamebar/tests/gamebar.c
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/*
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* Copyright 2022 Paul Gofman for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#define COBJMACROS
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#include "initguid.h"
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#include <stdarg.h>
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#include "windef.h"
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#include "winbase.h"
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#include "winerror.h"
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#include "winstring.h"
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#include "roapi.h"
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#define WIDL_using_Windows_Foundation
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#define WIDL_using_Windows_Gaming_UI
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#include "windows.foundation.h"
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#include "windows.gaming.ui.h"
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#include "wine/test.h"
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#define check_interface( obj, iid ) check_interface_( __LINE__, obj, iid )
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static void check_interface_( unsigned int line, void *obj, const IID *iid )
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{
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IUnknown *iface = obj;
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IUnknown *unk;
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HRESULT hr;
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hr = IUnknown_QueryInterface( iface, iid, (void **)&unk );
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ok_(__FILE__, line)( hr == S_OK, "got hr %#lx.\n", hr );
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IUnknown_Release( unk );
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}
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static void test_GameBarStatics(void)
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{
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static const WCHAR *gamebar_statics_name = L"Windows.Gaming.UI.GameBar";
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IActivationFactory *factory;
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HSTRING str;
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HRESULT hr;
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LONG ref;
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hr = WindowsCreateString( gamebar_statics_name, wcslen( gamebar_statics_name ), &str );
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ok( hr == S_OK, "got hr %#lx.\n", hr );
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hr = RoGetActivationFactory( str, &IID_IActivationFactory, (void **)&factory );
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WindowsDeleteString( str );
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ok( hr == S_OK || broken( hr == REGDB_E_CLASSNOTREG ), "got hr %#lx.\n", hr );
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if (hr == REGDB_E_CLASSNOTREG)
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{
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win_skip( "%s runtimeclass not registered, skipping tests.\n", wine_dbgstr_w( gamebar_statics_name ));
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return;
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}
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check_interface( factory, &IID_IUnknown );
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check_interface( factory, &IID_IInspectable );
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check_interface( factory, &IID_IAgileObject );
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ref = IActivationFactory_Release( factory );
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ok( ref == 1, "got ref %ld.\n", ref );
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}
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START_TEST(gamebar)
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{
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HRESULT hr;
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hr = RoInitialize( RO_INIT_MULTITHREADED );
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ok( hr == S_OK, "RoInitialize failed, hr %#lx\n", hr );
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test_GameBarStatics();
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RoUninitialize();
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}
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@ -0,0 +1,3 @@
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@ stdcall -private DllCanUnloadNow()
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@ stdcall -private DllGetActivationFactory(ptr ptr)
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@ stdcall -private DllGetClassObject(ptr ptr ptr)
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