mirror of
git://source.winehq.org/git/wine.git
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232 lines
7.1 KiB
C
232 lines
7.1 KiB
C
/* 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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static EventRegistrationToken dummy_token = {.value = 0xdeadbeef};
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struct gamebar_statics
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{
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IActivationFactory IActivationFactory_iface;
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IGameBarStatics IGameBarStatics_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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if (IsEqualGUID( iid, &IID_IGameBarStatics ))
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{
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*out = &impl->IGameBarStatics_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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DEFINE_IINSPECTABLE( statics, IGameBarStatics, struct gamebar_statics, IActivationFactory_iface )
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static HRESULT WINAPI statics_add_VisibilityChanged( IGameBarStatics *iface,
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IEventHandler_IInspectable *handler,
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EventRegistrationToken *token )
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{
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FIXME( "iface %p, handler %p, token %p stub.\n", iface, handler, token );
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*token = dummy_token;
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return S_OK;
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}
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static HRESULT WINAPI statics_remove_VisibilityChanged( IGameBarStatics *iface, EventRegistrationToken token )
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{
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FIXME( "iface %p, token %#I64x stub.\n", iface, token.value );
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return S_OK;
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}
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static HRESULT WINAPI statics_add_IsInputRedirectedChanged( IGameBarStatics *iface,
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IEventHandler_IInspectable *handler,
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EventRegistrationToken *token )
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{
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FIXME( "iface %p, handler %p, token %p stub.\n", iface, handler, token );
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*token = dummy_token;
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return S_OK;
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}
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static HRESULT WINAPI statics_remove_IsInputRedirectedChanged( IGameBarStatics *iface, EventRegistrationToken token )
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{
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FIXME( "iface %p, token %#I64x stub.\n", iface, token.value );
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return S_OK;
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}
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static HRESULT WINAPI statics_get_Visible( IGameBarStatics *iface, BOOLEAN *value)
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{
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TRACE( "iface %p, value %p.\n", iface, value );
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if (!value) return E_POINTER;
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*value = FALSE;
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return S_OK;
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}
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static HRESULT WINAPI statics_get_IsInputRedirected( IGameBarStatics *iface, BOOLEAN *value )
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{
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TRACE( "iface %p, value %p.\n", iface, value );
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if (!value) return E_POINTER;
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*value = FALSE;
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return S_OK;
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}
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static const struct IGameBarStaticsVtbl statics_vtbl =
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{
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statics_QueryInterface,
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statics_AddRef,
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statics_Release,
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/* IInspectable methods */
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statics_GetIids,
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statics_GetRuntimeClassName,
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statics_GetTrustLevel,
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/* IGameBarStatics methods */
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statics_add_VisibilityChanged,
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statics_remove_VisibilityChanged,
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statics_add_IsInputRedirectedChanged,
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statics_remove_IsInputRedirectedChanged,
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statics_get_Visible,
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statics_get_IsInputRedirected,
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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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{&statics_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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