From: Paul Gofman pgofman@codeweavers.com
--- include/Makefile.in | 1 + include/windows.gaming.ui.idl | 57 +++++++++++++++++++++++++++++++++++ 2 files changed, 58 insertions(+) create mode 100644 include/windows.gaming.ui.idl
diff --git a/include/Makefile.in b/include/Makefile.in index 28ac4b3f2dc..6083fd2754d 100644 --- a/include/Makefile.in +++ b/include/Makefile.in @@ -800,6 +800,7 @@ SOURCES = \ windows.gaming.input.custom.idl \ windows.gaming.input.forcefeedback.idl \ windows.gaming.input.idl \ + windows.gaming.ui.idl \ windows.globalization.idl \ windows.h \ windows.media.closedcaptioning.idl \ diff --git a/include/windows.gaming.ui.idl b/include/windows.gaming.ui.idl new file mode 100644 index 00000000000..c2295dafcd7 --- /dev/null +++ b/include/windows.gaming.ui.idl @@ -0,0 +1,57 @@ +/* + * 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 + */ + +#ifdef __WIDL__ +#pragma winrt ns_prefix +#endif + +#ifndef DO_NO_IMPORTS +import "inspectable.idl"; +import "eventtoken.idl"; +import "windowscontracts.idl"; +import "windows.foundation.idl"; +#endif + +namespace Windows.Gaming.UI { + runtimeclass GameBar; + + [ + contract(Windows.Foundation.UniversalApiContract, 2.0), + exclusiveto(Windows.Gaming.UI.GameBar), + uuid(1db9a292-cc78-4173-be45-b61e67283ea7) + ] + interface IGameBarStatics : IInspectable + { + [eventadd] HRESULT VisibilityChanged([in] Windows.Foundation.EventHandler<IInspectable *> *handler, [out, retval] EventRegistrationToken *token); + [eventremove] HRESULT VisibilityChanged([in] EventRegistrationToken token); + [eventadd] HRESULT IsInputRedirectedChanged([in] Windows.Foundation.EventHandler<IInspectable *> *handler, [out, retval] EventRegistrationToken *token); + [eventremove] HRESULT IsInputRedirectedChanged([in] EventRegistrationToken token); + [propget] HRESULT Visible([out] [retval] boolean *value); + [propget] HRESULT IsInputRedirected([out] [retval] boolean *value); + } + + [ + contract(Windows.Foundation.UniversalApiContract, 2.0), + marshaling_behavior(agile), + static(Windows.Gaming.UI.IGameBarStatics, Windows.Foundation.UniversalApiContract, 2.0), + threading(both) + ] + runtimeclass GameBar + { + } +}
From: Paul Gofman pgofman@codeweavers.com
--- configure.ac | 2 + dlls/windows.gaming.ui.gamebar/Makefile.in | 8 + dlls/windows.gaming.ui.gamebar/classes.idl | 33 ++++ dlls/windows.gaming.ui.gamebar/main.c | 152 ++++++++++++++++++ dlls/windows.gaming.ui.gamebar/private.h | 31 ++++ .../tests/Makefile.in | 5 + .../windows.gaming.ui.gamebar/tests/gamebar.c | 83 ++++++++++ .../windows.gaming.ui.gamebar.spec | 3 + 8 files changed, 317 insertions(+) create mode 100644 dlls/windows.gaming.ui.gamebar/Makefile.in create mode 100644 dlls/windows.gaming.ui.gamebar/classes.idl create mode 100644 dlls/windows.gaming.ui.gamebar/main.c create mode 100644 dlls/windows.gaming.ui.gamebar/private.h create mode 100644 dlls/windows.gaming.ui.gamebar/tests/Makefile.in create mode 100644 dlls/windows.gaming.ui.gamebar/tests/gamebar.c create mode 100644 dlls/windows.gaming.ui.gamebar/windows.gaming.ui.gamebar.spec
diff --git a/configure.ac b/configure.ac index 8295ce4c09c..2907dbd7d84 100644 --- a/configure.ac +++ b/configure.ac @@ -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) diff --git a/dlls/windows.gaming.ui.gamebar/Makefile.in b/dlls/windows.gaming.ui.gamebar/Makefile.in new file mode 100644 index 00000000000..a0eefc4b951 --- /dev/null +++ b/dlls/windows.gaming.ui.gamebar/Makefile.in @@ -0,0 +1,8 @@ +MODULE = windows.gaming.ui.gamebar.dll +IMPORTS = combase uuid + +C_SRCS = \ + main.c + +IDL_SRCS = \ + classes.idl diff --git a/dlls/windows.gaming.ui.gamebar/classes.idl b/dlls/windows.gaming.ui.gamebar/classes.idl new file mode 100644 index 00000000000..ef10fcb6283 --- /dev/null +++ b/dlls/windows.gaming.ui.gamebar/classes.idl @@ -0,0 +1,33 @@ +/* + * 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" diff --git a/dlls/windows.gaming.ui.gamebar/main.c b/dlls/windows.gaming.ui.gamebar/main.c new file mode 100644 index 00000000000..ef4ed94d566 --- /dev/null +++ b/dlls/windows.gaming.ui.gamebar/main.c @@ -0,0 +1,152 @@ +/* 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 )) + { + IInspectable_AddRef( (*out = &impl->IActivationFactory_iface) ); + 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; +} diff --git a/dlls/windows.gaming.ui.gamebar/private.h b/dlls/windows.gaming.ui.gamebar/private.h new file mode 100644 index 00000000000..545f4a2fd24 --- /dev/null +++ b/dlls/windows.gaming.ui.gamebar/private.h @@ -0,0 +1,31 @@ +/* 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" diff --git a/dlls/windows.gaming.ui.gamebar/tests/Makefile.in b/dlls/windows.gaming.ui.gamebar/tests/Makefile.in new file mode 100644 index 00000000000..67d70eee241 --- /dev/null +++ b/dlls/windows.gaming.ui.gamebar/tests/Makefile.in @@ -0,0 +1,5 @@ +TESTDLL = windows.gaming.ui.gamebar.dll +IMPORTS = combase + +C_SRCS = \ + gamebar.c diff --git a/dlls/windows.gaming.ui.gamebar/tests/gamebar.c b/dlls/windows.gaming.ui.gamebar/tests/gamebar.c new file mode 100644 index 00000000000..503e0809157 --- /dev/null +++ b/dlls/windows.gaming.ui.gamebar/tests/gamebar.c @@ -0,0 +1,83 @@ +/* + * 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" + +static void test_GameBarStatics(void) +{ + static const WCHAR *gamebar_statics_name = L"Windows.Gaming.UI.GameBar"; + + IActivationFactory *factory = NULL; + IInspectable *inspectable = NULL; + IAgileObject *agile_object = NULL; + 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; + } + + hr = IActivationFactory_QueryInterface(factory, &IID_IInspectable, (void **)&inspectable); + ok(hr == S_OK, "got hr %#lx.\n", hr); + + hr = IActivationFactory_QueryInterface(factory, &IID_IAgileObject, (void **)&agile_object); + ok(hr == S_OK, "got hr %#lx.\n", hr); + + ref = IAgileObject_Release(agile_object); + ok(ref == 3, "got ref %ld.\n", ref); + ref = IInspectable_Release(inspectable); + ok(ref == 2, "got ref %ld.\n", ref); + 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(); +} diff --git a/dlls/windows.gaming.ui.gamebar/windows.gaming.ui.gamebar.spec b/dlls/windows.gaming.ui.gamebar/windows.gaming.ui.gamebar.spec new file mode 100644 index 00000000000..20a8bfa98ea --- /dev/null +++ b/dlls/windows.gaming.ui.gamebar/windows.gaming.ui.gamebar.spec @@ -0,0 +1,3 @@ +@ stdcall -private DllCanUnloadNow() +@ stdcall -private DllGetActivationFactory(ptr ptr) +@ stdcall -private DllGetClassObject(ptr ptr ptr)
From: Paul Gofman pgofman@codeweavers.com
--- dlls/windows.gaming.ui.gamebar/main.c | 79 +++++++++++++++++++ dlls/windows.gaming.ui.gamebar/private.h | 38 +++++++++ .../windows.gaming.ui.gamebar/tests/gamebar.c | 35 +++++++- 3 files changed, 148 insertions(+), 4 deletions(-)
diff --git a/dlls/windows.gaming.ui.gamebar/main.c b/dlls/windows.gaming.ui.gamebar/main.c index ef4ed94d566..9f567376a34 100644 --- a/dlls/windows.gaming.ui.gamebar/main.c +++ b/dlls/windows.gaming.ui.gamebar/main.c @@ -24,9 +24,12 @@
WINE_DEFAULT_DEBUG_CHANNEL(gamebar);
+static EventRegistrationToken dummy_token = {.value = 0xdeadbeef}; + struct gamebar_statics { IActivationFactory IActivationFactory_iface; + IGameBarStatics IGameBarStatics_iface; LONG ref; };
@@ -50,6 +53,13 @@ static HRESULT WINAPI factory_QueryInterface( IActivationFactory *iface, REFIID 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; @@ -108,9 +118,78 @@ static const struct IActivationFactoryVtbl factory_vtbl = 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_INVALIDARG; + *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_INVALIDARG; + *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, };
diff --git a/dlls/windows.gaming.ui.gamebar/private.h b/dlls/windows.gaming.ui.gamebar/private.h index 545f4a2fd24..85f87b56e7b 100644 --- a/dlls/windows.gaming.ui.gamebar/private.h +++ b/dlls/windows.gaming.ui.gamebar/private.h @@ -29,3 +29,41 @@ #define WIDL_using_Windows_Gaming_UI #include "activation.h" #include "windows.gaming.ui.h" + +#define DEFINE_IINSPECTABLE_( pfx, iface_type, impl_type, impl_from, iface_mem, expr ) \ + static inline impl_type *impl_from( iface_type *iface ) \ + { \ + return CONTAINING_RECORD( iface, impl_type, iface_mem ); \ + } \ + static HRESULT WINAPI pfx##_QueryInterface( iface_type *iface, REFIID iid, void **out ) \ + { \ + impl_type *impl = impl_from( iface ); \ + return IInspectable_QueryInterface( (IInspectable *)(expr), iid, out ); \ + } \ + static ULONG WINAPI pfx##_AddRef( iface_type *iface ) \ + { \ + impl_type *impl = impl_from( iface ); \ + return IInspectable_AddRef( (IInspectable *)(expr) ); \ + } \ + static ULONG WINAPI pfx##_Release( iface_type *iface ) \ + { \ + impl_type *impl = impl_from( iface ); \ + return IInspectable_Release( (IInspectable *)(expr) ); \ + } \ + static HRESULT WINAPI pfx##_GetIids( iface_type *iface, ULONG *iid_count, IID **iids ) \ + { \ + impl_type *impl = impl_from( iface ); \ + return IInspectable_GetIids( (IInspectable *)(expr), iid_count, iids ); \ + } \ + static HRESULT WINAPI pfx##_GetRuntimeClassName( iface_type *iface, HSTRING *class_name ) \ + { \ + impl_type *impl = impl_from( iface ); \ + return IInspectable_GetRuntimeClassName( (IInspectable *)(expr), class_name ); \ + } \ + static HRESULT WINAPI pfx##_GetTrustLevel( iface_type *iface, TrustLevel *trust_level ) \ + { \ + impl_type *impl = impl_from( iface ); \ + return IInspectable_GetTrustLevel( (IInspectable *)(expr), trust_level ); \ + } +#define DEFINE_IINSPECTABLE( pfx, iface_type, impl_type, base_iface ) \ + DEFINE_IINSPECTABLE_( pfx, iface_type, impl_type, impl_from_##iface_type, iface_type##_iface, &impl->base_iface ) diff --git a/dlls/windows.gaming.ui.gamebar/tests/gamebar.c b/dlls/windows.gaming.ui.gamebar/tests/gamebar.c index 503e0809157..a68d4619362 100644 --- a/dlls/windows.gaming.ui.gamebar/tests/gamebar.c +++ b/dlls/windows.gaming.ui.gamebar/tests/gamebar.c @@ -38,8 +38,10 @@ static void test_GameBarStatics(void) static const WCHAR *gamebar_statics_name = L"Windows.Gaming.UI.GameBar";
IActivationFactory *factory = NULL; - IInspectable *inspectable = NULL; - IAgileObject *agile_object = NULL; + IInspectable *inspectable = NULL, *tmp_inspectable = NULL; + IAgileObject *agile_object = NULL, *tmp_agile_object = NULL; + IGameBarStatics *gamebar_statics = NULL; + BOOLEAN value; HSTRING str; HRESULT hr; LONG ref; @@ -62,11 +64,36 @@ static void test_GameBarStatics(void) hr = IActivationFactory_QueryInterface(factory, &IID_IAgileObject, (void **)&agile_object); ok(hr == S_OK, "got hr %#lx.\n", hr);
+ hr = IActivationFactory_QueryInterface(factory, &IID_IGameBarStatics, (void **)&gamebar_statics); + ok(hr == S_OK, "got hr %#lx.\n", hr); + + hr = IGameBarStatics_QueryInterface(gamebar_statics, &IID_IInspectable, (void **)&tmp_inspectable); + ok(hr == S_OK, "got hr %#lx.\n", hr); + ok(tmp_inspectable == inspectable, "got %p, expected %p.\n", tmp_inspectable, inspectable); + IInspectable_Release(tmp_inspectable); + + hr = IGameBarStatics_QueryInterface(gamebar_statics, &IID_IAgileObject, (void **)&tmp_agile_object); + ok(hr == S_OK, "got hr %#lx.\n", hr); + ok(tmp_agile_object == agile_object, "got %p, expected %p.\n", tmp_agile_object, agile_object); + IAgileObject_Release(tmp_agile_object); + + value = TRUE; + hr = IGameBarStatics_get_Visible(gamebar_statics, &value); + ok(hr == S_OK, "got hr %#lx.\n", hr); + ok(!value, "got %d.\n", value); + + value = TRUE; + hr = IGameBarStatics_get_IsInputRedirected(gamebar_statics, &value); + ok(hr == S_OK, "got hr %#lx.\n", hr); + ok(!value, "got %d.\n", value); + ref = IAgileObject_Release(agile_object); - ok(ref == 3, "got ref %ld.\n", ref); + ok(ref == 4, "got ref %ld.\n", ref); ref = IInspectable_Release(inspectable); - ok(ref == 2, "got ref %ld.\n", ref); + ok(ref == 3, "got ref %ld.\n", ref); ref = IActivationFactory_Release(factory); + ok(ref == 2, "got ref %ld.\n", ref); + ref = IGameBarStatics_Release(gamebar_statics); ok(ref == 1, "got ref %ld.\n", ref); }
Bernhard Kölbl (@besentv) commented about include/windows.gaming.ui.idl:
+namespace Windows.Gaming.UI {
- runtimeclass GameBar;
- [
contract(Windows.Foundation.UniversalApiContract, 2.0),
exclusiveto(Windows.Gaming.UI.GameBar),
uuid(1db9a292-cc78-4173-be45-b61e67283ea7)
- ]
- interface IGameBarStatics : IInspectable
- {
[eventadd] HRESULT VisibilityChanged([in] Windows.Foundation.EventHandler<IInspectable *> *handler, [out, retval] EventRegistrationToken *token);
[eventremove] HRESULT VisibilityChanged([in] EventRegistrationToken token);
[eventadd] HRESULT IsInputRedirectedChanged([in] Windows.Foundation.EventHandler<IInspectable *> *handler, [out, retval] EventRegistrationToken *token);
[eventremove] HRESULT IsInputRedirectedChanged([in] EventRegistrationToken token);
[propget] HRESULT Visible([out] [retval] boolean *value);
[out, retval]
Bernhard Kölbl (@besentv) commented about include/windows.gaming.ui.idl:
+namespace Windows.Gaming.UI {
- runtimeclass GameBar;
- [
contract(Windows.Foundation.UniversalApiContract, 2.0),
exclusiveto(Windows.Gaming.UI.GameBar),
uuid(1db9a292-cc78-4173-be45-b61e67283ea7)
- ]
- interface IGameBarStatics : IInspectable
- {
[eventadd] HRESULT VisibilityChanged([in] Windows.Foundation.EventHandler<IInspectable *> *handler, [out, retval] EventRegistrationToken *token);
[eventremove] HRESULT VisibilityChanged([in] EventRegistrationToken token);
[eventadd] HRESULT IsInputRedirectedChanged([in] Windows.Foundation.EventHandler<IInspectable *> *handler, [out, retval] EventRegistrationToken *token);
[eventremove] HRESULT IsInputRedirectedChanged([in] EventRegistrationToken token);
[propget] HRESULT Visible([out] [retval] boolean *value);
[propget] HRESULT IsInputRedirected([out] [retval] boolean *value);
same here
Bernhard Kölbl (@besentv) commented about dlls/windows.gaming.ui.gamebar/main.c:
return S_OK; }
- if (IsEqualGUID( iid, &IID_IGameBarStatics ))
- {
*out = &impl->IGameBarStatics_iface;
IInspectable_AddRef( *out );
You could probably make this a one-liner as well, like in line 52.
On 11/3/22 12:01, Bernhard Kölbl (@besentv) wrote:
Bernhard Kölbl (@besentv) commented about dlls/windows.gaming.ui.gamebar/main.c:
return S_OK; }
- if (IsEqualGUID( iid, &IID_IGameBarStatics ))
- {
*out = &impl->IGameBarStatics_iface;
IInspectable_AddRef( *out );
You could probably make this a one-liner as well, like in line 52.
TBH I intentionally removed it (and missed in line 52) as in general I think assignment in a function call argument used to be considered a bad practice in Wine. Unless anyone feels striong about it I'd rather change it in line 52.
On 11/3/22 12:10, Paul Gofman wrote:
On 11/3/22 12:01, Bernhard Kölbl (@besentv) wrote:
Bernhard Kölbl (@besentv) commented about dlls/windows.gaming.ui.gamebar/main.c:
return S_OK; } + if (IsEqualGUID( iid, &IID_IGameBarStatics )) + { + *out = &impl->IGameBarStatics_iface; + IInspectable_AddRef( *out );
You could probably make this a one-liner as well, like in line 52.
TBH I intentionally removed it (and missed in line 52) as in general I think assignment in a function call argument used to be considered a bad practice in Wine. Unless anyone feels striong about it I'd rather change it in line 52.
Actually, IInspectable_AddRef is a macro, which gives more reasons to avoid assignment in the argument as a general practice.
On 11/3/22 13:21, Paul Gofman wrote:
On 11/3/22 12:10, Paul Gofman wrote:
On 11/3/22 12:01, Bernhard Kölbl (@besentv) wrote:
Bernhard Kölbl (@besentv) commented about dlls/windows.gaming.ui.gamebar/main.c:
return S_OK; } + if (IsEqualGUID( iid, &IID_IGameBarStatics )) + { + *out = &impl->IGameBarStatics_iface; + IInspectable_AddRef( *out );
You could probably make this a one-liner as well, like in line 52.
TBH I intentionally removed it (and missed in line 52) as in general I think assignment in a function call argument used to be considered a bad practice in Wine. Unless anyone feels striong about it I'd rather change it in line 52.
Actually, IInspectable_AddRef is a macro, which gives more reasons to avoid assignment in the argument as a general practice.
It's not a macro in Wine; we use WIDL_C_INLINE_WRAPPERS. Not that I don't agree in general, though.