Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
W
wine-winehq
Project
Project
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Registry
Registry
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
wine
wine-winehq
Commits
ee937e8e
Commit
ee937e8e
authored
May 12, 2022
by
Rémi Bernon
Committed by
Alexandre Julliard
May 16, 2022
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
windows.gaming.input: Implement IForceFeedbackMotor_TryUnloadEffectAsync.
Signed-off-by:
Rémi Bernon
<
rbernon@codeweavers.com
>
Signed-off-by:
Alexandre Julliard
<
julliard@winehq.org
>
parent
7259346a
Show whitespace changes
Inline
Side-by-side
Showing
1 changed file
with
34 additions
and
2 deletions
+34
-2
force_feedback.c
dlls/windows.gaming.input/force_feedback.c
+34
-2
No files found.
dlls/windows.gaming.input/force_feedback.c
View file @
ee937e8e
...
...
@@ -464,11 +464,43 @@ static HRESULT WINAPI motor_TryResetAsync( IForceFeedbackMotor *iface, IAsyncOpe
return
async_operation_boolean_create
(
(
IUnknown
*
)
iface
,
NULL
,
motor_try_reset_async
,
async_op
);
}
static
HRESULT
WINAPI
motor_unload_effect_async
(
IUnknown
*
iface
,
IUnknown
*
param
,
PROPVARIANT
*
result
)
{
struct
effect
*
effect
=
impl_from_IForceFeedbackEffect
(
(
IForceFeedbackEffect
*
)
param
);
IDirectInputEffect
*
dinput_effect
;
HRESULT
hr
;
EnterCriticalSection
(
&
effect
->
cs
);
dinput_effect
=
effect
->
effect
;
effect
->
effect
=
NULL
;
LeaveCriticalSection
(
&
effect
->
cs
);
if
(
!
dinput_effect
)
hr
=
S_OK
;
else
{
hr
=
IDirectInputEffect_Unload
(
dinput_effect
);
IDirectInputEffect_Release
(
dinput_effect
);
}
result
->
vt
=
VT_BOOL
;
result
->
boolVal
=
SUCCEEDED
(
hr
);
return
hr
;
}
static
HRESULT
WINAPI
motor_TryUnloadEffectAsync
(
IForceFeedbackMotor
*
iface
,
IForceFeedbackEffect
*
effect
,
IAsyncOperation_boolean
**
async_op
)
{
FIXME
(
"iface %p, effect %p, async_op %p stub!
\n
"
,
iface
,
effect
,
async_op
);
return
E_NOTIMPL
;
struct
effect
*
impl
=
impl_from_IForceFeedbackEffect
(
(
IForceFeedbackEffect
*
)
effect
);
HRESULT
hr
=
S_OK
;
TRACE
(
"iface %p, effect %p, async_op %p.
\n
"
,
iface
,
effect
,
async_op
);
EnterCriticalSection
(
&
impl
->
cs
);
if
(
!
impl
->
effect
)
hr
=
E_FAIL
;
LeaveCriticalSection
(
&
impl
->
cs
);
if
(
FAILED
(
hr
))
return
hr
;
return
async_operation_boolean_create
(
(
IUnknown
*
)
iface
,
(
IUnknown
*
)
effect
,
motor_unload_effect_async
,
async_op
);
}
static
const
struct
IForceFeedbackMotorVtbl
motor_vtbl
=
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment