Commit dde251a0 authored by Paul Gofman's avatar Paul Gofman Committed by Alexandre Julliard

windows.gaming.ui.gamebar: Add stub DLL.

parent 0aacfd68
......@@ -1446,6 +1446,7 @@ enable_wimgapi
enable_win32u
enable_windows_devices_enumeration
enable_windows_gaming_input
enable_windows_gaming_ui_gamebar
enable_windows_globalization
enable_windows_media_devices
enable_windows_media_speech
......@@ -22102,6 +22103,8 @@ wine_fn_config_makefile dlls/windows.devices.enumeration enable_windows_devices_
wine_fn_config_makefile dlls/windows.devices.enumeration/tests enable_tests
wine_fn_config_makefile dlls/windows.gaming.input enable_windows_gaming_input
wine_fn_config_makefile dlls/windows.gaming.input/tests enable_tests
wine_fn_config_makefile dlls/windows.gaming.ui.gamebar enable_windows_gaming_ui_gamebar
wine_fn_config_makefile dlls/windows.gaming.ui.gamebar/tests enable_tests
wine_fn_config_makefile dlls/windows.globalization enable_windows_globalization
wine_fn_config_makefile dlls/windows.globalization/tests enable_tests
wine_fn_config_makefile dlls/windows.media.devices enable_windows_media_devices
......
......@@ -3198,6 +3198,8 @@ WINE_CONFIG_MAKEFILE(dlls/windows.devices.enumeration)
WINE_CONFIG_MAKEFILE(dlls/windows.devices.enumeration/tests)
WINE_CONFIG_MAKEFILE(dlls/windows.gaming.input)
WINE_CONFIG_MAKEFILE(dlls/windows.gaming.input/tests)
WINE_CONFIG_MAKEFILE(dlls/windows.gaming.ui.gamebar)
WINE_CONFIG_MAKEFILE(dlls/windows.gaming.ui.gamebar/tests)
WINE_CONFIG_MAKEFILE(dlls/windows.globalization)
WINE_CONFIG_MAKEFILE(dlls/windows.globalization/tests)
WINE_CONFIG_MAKEFILE(dlls/windows.media.devices)
......
MODULE = windows.gaming.ui.gamebar.dll
IMPORTS = combase uuid
C_SRCS = \
main.c
IDL_SRCS = \
classes.idl
/*
* Runtime Classes for windows.gaming.ui.gamebar.dll
*
* 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
*/
#pragma makedep register
#ifdef __WIDL__
#pragma winrt ns_prefix
#endif
import "inspectable.idl";
import "eventtoken.idl";
import "windowscontracts.idl";
import "windows.foundation.idl";
#define DO_NO_IMPORTS
#include "windows.gaming.ui.idl"
/* 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);
struct gamebar_statics
{
IActivationFactory IActivationFactory_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;
}
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,
};
static struct gamebar_statics gamebar_statics =
{
{&factory_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;
}
/* 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 <stdarg.h>
#include <stddef.h>
#define COBJMACROS
#include "windef.h"
#include "winbase.h"
#include "winstring.h"
#define WIDL_using_Windows_Foundation
#define WIDL_using_Windows_Gaming_UI
#include "activation.h"
#include "windows.gaming.ui.h"
TESTDLL = windows.gaming.ui.gamebar.dll
IMPORTS = combase
C_SRCS = \
gamebar.c
/*
* 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
*/
#define COBJMACROS
#include "initguid.h"
#include <stdarg.h>
#include "windef.h"
#include "winbase.h"
#include "winerror.h"
#include "winstring.h"
#include "roapi.h"
#define WIDL_using_Windows_Foundation
#define WIDL_using_Windows_Gaming_UI
#include "windows.foundation.h"
#include "windows.gaming.ui.h"
#include "wine/test.h"
#define check_interface( obj, iid ) check_interface_( __LINE__, obj, iid )
static void check_interface_( unsigned int line, void *obj, const IID *iid )
{
IUnknown *iface = obj;
IUnknown *unk;
HRESULT hr;
hr = IUnknown_QueryInterface( iface, iid, (void **)&unk );
ok_(__FILE__, line)( hr == S_OK, "got hr %#lx.\n", hr );
IUnknown_Release( unk );
}
static void test_GameBarStatics(void)
{
static const WCHAR *gamebar_statics_name = L"Windows.Gaming.UI.GameBar";
IActivationFactory *factory;
HSTRING str;
HRESULT hr;
LONG ref;
hr = WindowsCreateString( gamebar_statics_name, wcslen( gamebar_statics_name ), &str );
ok( hr == S_OK, "got hr %#lx.\n", hr );
hr = RoGetActivationFactory( str, &IID_IActivationFactory, (void **)&factory );
WindowsDeleteString( str );
ok( hr == S_OK || broken( hr == REGDB_E_CLASSNOTREG ), "got hr %#lx.\n", hr );
if (hr == REGDB_E_CLASSNOTREG)
{
win_skip( "%s runtimeclass not registered, skipping tests.\n", wine_dbgstr_w( gamebar_statics_name ));
return;
}
check_interface( factory, &IID_IUnknown );
check_interface( factory, &IID_IInspectable );
check_interface( factory, &IID_IAgileObject );
ref = IActivationFactory_Release( factory );
ok( ref == 1, "got ref %ld.\n", ref );
}
START_TEST(gamebar)
{
HRESULT hr;
hr = RoInitialize( RO_INIT_MULTITHREADED );
ok( hr == S_OK, "RoInitialize failed, hr %#lx\n", hr );
test_GameBarStatics();
RoUninitialize();
}
@ stdcall -private DllCanUnloadNow()
@ stdcall -private DllGetActivationFactory(ptr ptr)
@ stdcall -private DllGetClassObject(ptr ptr ptr)
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