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wine/dlls/windows.gaming.ui.gamebar/main.c

233 lines
7.1 KiB
C

/* WinRT Windows.Gaming.UI.GameBar implementation
*
* Copyright 2022 Paul Gofman for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "initguid.h"
#include "private.h"
#include "wine/debug.h"
WINE_DEFAULT_DEBUG_CHANNEL(gamebar);
static EventRegistrationToken dummy_token = {.value = 0xdeadbeef};
struct gamebar_statics
{
IActivationFactory IActivationFactory_iface;
IGameBarStatics IGameBarStatics_iface;
LONG ref;
};
static inline struct gamebar_statics *impl_from_IActivationFactory( IActivationFactory *iface )
{
return CONTAINING_RECORD( iface, struct gamebar_statics, IActivationFactory_iface );
}
static HRESULT WINAPI factory_QueryInterface( IActivationFactory *iface, REFIID iid, void **out )
{
struct gamebar_statics *impl = impl_from_IActivationFactory( iface );
TRACE( "iface %p, iid %s, out %p.\n", iface, debugstr_guid( iid ), out );
if (IsEqualGUID( iid, &IID_IUnknown ) ||
IsEqualGUID( iid, &IID_IInspectable ) ||
IsEqualGUID( iid, &IID_IAgileObject ) ||
IsEqualGUID( iid, &IID_IActivationFactory ))
{
*out = &impl->IActivationFactory_iface;
IInspectable_AddRef( *out );
return S_OK;
}
if (IsEqualGUID( iid, &IID_IGameBarStatics ))
{
*out = &impl->IGameBarStatics_iface;
IInspectable_AddRef( *out );
return S_OK;
}
FIXME( "%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid( iid ) );
*out = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI factory_AddRef( IActivationFactory *iface )
{
struct gamebar_statics *impl = impl_from_IActivationFactory( iface );
ULONG ref = InterlockedIncrement( &impl->ref );
TRACE( "iface %p increasing refcount to %lu.\n", iface, ref );
return ref;
}
static ULONG WINAPI factory_Release( IActivationFactory *iface )
{
struct gamebar_statics *impl = impl_from_IActivationFactory( iface );
ULONG ref = InterlockedDecrement( &impl->ref );
TRACE( "iface %p decreasing refcount to %lu.\n", iface, ref );
return ref;
}
static HRESULT WINAPI factory_GetIids( IActivationFactory *iface, ULONG *iid_count, IID **iids )
{
FIXME( "iface %p, iid_count %p, iids %p stub!\n", iface, iid_count, iids );
return E_NOTIMPL;
}
static HRESULT WINAPI factory_GetRuntimeClassName( IActivationFactory *iface, HSTRING *class_name )
{
FIXME( "iface %p, class_name %p stub!\n", iface, class_name );
return E_NOTIMPL;
}
static HRESULT WINAPI factory_GetTrustLevel( IActivationFactory *iface, TrustLevel *trust_level )
{
FIXME( "iface %p, trust_level %p stub!\n", iface, trust_level );
return E_NOTIMPL;
}
static HRESULT WINAPI factory_ActivateInstance( IActivationFactory *iface, IInspectable **instance )
{
FIXME( "iface %p, instance %p stub!\n", iface, instance );
return E_NOTIMPL;
}
static const struct IActivationFactoryVtbl factory_vtbl =
{
factory_QueryInterface,
factory_AddRef,
factory_Release,
/* IInspectable methods */
factory_GetIids,
factory_GetRuntimeClassName,
factory_GetTrustLevel,
/* IActivationFactory methods */
factory_ActivateInstance,
};
DEFINE_IINSPECTABLE( statics, IGameBarStatics, struct gamebar_statics, IActivationFactory_iface )
static HRESULT WINAPI statics_add_VisibilityChanged( IGameBarStatics *iface,
IEventHandler_IInspectable *handler,
EventRegistrationToken *token )
{
FIXME( "iface %p, handler %p, token %p stub.\n", iface, handler, token );
*token = dummy_token;
return S_OK;
}
static HRESULT WINAPI statics_remove_VisibilityChanged( IGameBarStatics *iface, EventRegistrationToken token )
{
FIXME( "iface %p, token %#I64x stub.\n", iface, token.value );
return S_OK;
}
static HRESULT WINAPI statics_add_IsInputRedirectedChanged( IGameBarStatics *iface,
IEventHandler_IInspectable *handler,
EventRegistrationToken *token )
{
FIXME( "iface %p, handler %p, token %p stub.\n", iface, handler, token );
*token = dummy_token;
return S_OK;
}
static HRESULT WINAPI statics_remove_IsInputRedirectedChanged( IGameBarStatics *iface, EventRegistrationToken token )
{
FIXME( "iface %p, token %#I64x stub.\n", iface, token.value );
return S_OK;
}
static HRESULT WINAPI statics_get_Visible( IGameBarStatics *iface, BOOLEAN *value)
{
TRACE( "iface %p, value %p.\n", iface, value );
if (!value) return E_POINTER;
*value = FALSE;
return S_OK;
}
static HRESULT WINAPI statics_get_IsInputRedirected( IGameBarStatics *iface, BOOLEAN *value )
{
TRACE( "iface %p, value %p.\n", iface, value );
if (!value) return E_POINTER;
*value = FALSE;
return S_OK;
}
static const struct IGameBarStaticsVtbl statics_vtbl =
{
statics_QueryInterface,
statics_AddRef,
statics_Release,
/* IInspectable methods */
statics_GetIids,
statics_GetRuntimeClassName,
statics_GetTrustLevel,
/* IGameBarStatics methods */
statics_add_VisibilityChanged,
statics_remove_VisibilityChanged,
statics_add_IsInputRedirectedChanged,
statics_remove_IsInputRedirectedChanged,
statics_get_Visible,
statics_get_IsInputRedirected,
};
static struct gamebar_statics gamebar_statics =
{
{&factory_vtbl},
{&statics_vtbl},
1,
};
static IActivationFactory *gamebar_factory = &gamebar_statics.IActivationFactory_iface;
HRESULT WINAPI DllGetClassObject( REFCLSID clsid, REFIID riid, void **out )
{
FIXME("clsid %s, riid %s, out %p stub!\n", debugstr_guid(clsid), debugstr_guid(riid), out);
return CLASS_E_CLASSNOTAVAILABLE;
}
HRESULT WINAPI DllGetActivationFactory( HSTRING class_str, IActivationFactory **factory )
{
const WCHAR *buffer = WindowsGetStringRawBuffer( class_str, NULL );
TRACE( "class %s, factory %p.\n", debugstr_w(buffer), factory );
*factory = NULL;
if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_UI_GameBar ))
IActivationFactory_QueryInterface( gamebar_factory, &IID_IActivationFactory, (void **)factory );
if (*factory) return S_OK;
return CLASS_E_CLASSNOTAVAILABLE;
}
BOOL WINAPI DllMain( HINSTANCE instance, DWORD reason, void *reserved )
{
TRACE( "instance %p, reason %lu, reserved %p.\n", instance, reason, reserved );
switch (reason)
{
case DLL_PROCESS_ATTACH:
DisableThreadLibraryCalls( instance );
break;
}
return TRUE;
}