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// Copyright 2021 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef DEVICE_GAMEPAD_TEST_SUPPORT_FAKE_IRAW_GAME_CONTROLLER_H_
#define DEVICE_GAMEPAD_TEST_SUPPORT_FAKE_IRAW_GAME_CONTROLLER_H_
#include <stdint.h>
#include <windows.foundation.collections.h>
#include <windows.gaming.input.h>
#include <wrl.h>
#include "base/strings/string_piece.h"
namespace device {
class FakeIRawGameController final
: public Microsoft::WRL::RuntimeClass<
Microsoft::WRL::RuntimeClassFlags<
Microsoft::WRL::WinRt | Microsoft::WRL::InhibitRoOriginateError>,
ABI::Windows::Gaming::Input::IRawGameController,
ABI::Windows::Gaming::Input::IRawGameController2> {
public:
FakeIRawGameController(int64_t gamepad_id,
UINT16 hardware_product_id,
UINT16 hardware_vendor_id,
base::StringPiece display_name);
FakeIRawGameController(const FakeIRawGameController&) = delete;
FakeIRawGameController& operator=(const FakeIRawGameController&) = delete;
// ABI::Windows::Gaming::Input::IRawGameController fake implementation.
HRESULT WINAPI get_AxisCount(INT32* value) override;
HRESULT WINAPI get_ButtonCount(INT32* value) override;
HRESULT WINAPI get_ForceFeedbackMotors(
ABI::Windows::Foundation::Collections::IVectorView<
ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor*>**
value) override;
HRESULT WINAPI get_HardwareProductId(UINT16* value) override;
HRESULT WINAPI get_HardwareVendorId(UINT16* value) override;
HRESULT WINAPI get_SwitchCount(INT32* value) override;
HRESULT WINAPI GetButtonLabel(
INT32 buttonIndex,
ABI::Windows::Gaming::Input::GameControllerButtonLabel* value) override;
HRESULT WINAPI GetCurrentReading(
UINT32 buttonArrayLength,
boolean* buttonArray,
UINT32 switchArrayLength,
ABI::Windows::Gaming::Input::GameControllerSwitchPosition* switchArray,
UINT32 axisArrayLength,
DOUBLE* axisArray,
UINT64* timestamp) override;
HRESULT WINAPI GetSwitchKind(
INT32 switchIndex,
ABI::Windows::Gaming::Input::GameControllerSwitchKind* value) override;
// ABI::Windows::Gaming::Input::IRawGameController2 fake implementation.
HRESULT WINAPI get_SimpleHapticsControllers(
ABI::Windows::Foundation::Collections::IVectorView<
ABI::Windows::Devices::Haptics::SimpleHapticsController*>** value)
override;
HRESULT WINAPI get_NonRoamableId(HSTRING* value) override;
HRESULT WINAPI get_DisplayName(HSTRING* value) override;
uint64_t get_id() { return gamepad_id_; }
void set_id(uint64_t gamepad_id) { gamepad_id_ = gamepad_id; }
private:
~FakeIRawGameController() override;
uint64_t gamepad_id_;
UINT16 hardware_product_id_;
UINT16 hardware_vendor_id_;
base::StringPiece display_name_;
};
} // namespace device
#endif // DEVICE_GAMEPAD_TEST_SUPPORT_FAKE_IRAW_GAME_CONTROLLER_H_