Sweden-Number/dlls/windows.gaming.input/gamepad.c

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/* WinRT Windows.Gaming.Input implementation
*
* Copyright 2021 Rémi Bernon 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 "private.h"
#include "provider.h"
#include "wine/debug.h"
WINE_DEFAULT_DEBUG_CHANNEL(input);
struct gamepad
{
IGameControllerImpl IGameControllerImpl_iface;
IGameControllerInputSink IGameControllerInputSink_iface;
IGamepad IGamepad_iface;
IGameController *IGameController_outer;
LONG ref;
IGameControllerProvider *provider;
};
static inline struct gamepad *impl_from_IGameControllerImpl( IGameControllerImpl *iface )
{
return CONTAINING_RECORD( iface, struct gamepad, IGameControllerImpl_iface );
}
static HRESULT WINAPI controller_QueryInterface( IGameControllerImpl *iface, REFIID iid, void **out )
{
struct gamepad *impl = impl_from_IGameControllerImpl( 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_IGameControllerImpl ))
{
IInspectable_AddRef( (*out = &impl->IGameControllerImpl_iface) );
return S_OK;
}
if (IsEqualGUID( iid, &IID_IGameControllerInputSink ))
{
IInspectable_AddRef( (*out = &impl->IGameControllerInputSink_iface) );
return S_OK;
}
if (IsEqualGUID( iid, &IID_IGamepad ))
{
IInspectable_AddRef( (*out = &impl->IGamepad_iface) );
return S_OK;
}
WARN( "%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid( iid ) );
*out = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI controller_AddRef( IGameControllerImpl *iface )
{
struct gamepad *impl = impl_from_IGameControllerImpl( iface );
ULONG ref = InterlockedIncrement( &impl->ref );
TRACE( "iface %p increasing refcount to %lu.\n", iface, ref );
return ref;
}
static ULONG WINAPI controller_Release( IGameControllerImpl *iface )
{
struct gamepad *impl = impl_from_IGameControllerImpl( iface );
ULONG ref = InterlockedDecrement( &impl->ref );
TRACE( "iface %p decreasing refcount to %lu.\n", iface, ref );
if (!ref)
{
IGameControllerProvider_Release( impl->provider );
free( impl );
}
return ref;
}
static HRESULT WINAPI controller_GetIids( IGameControllerImpl *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 controller_GetRuntimeClassName( IGameControllerImpl *iface, HSTRING *class_name )
{
return WindowsCreateString( RuntimeClass_Windows_Gaming_Input_Gamepad,
ARRAY_SIZE(RuntimeClass_Windows_Gaming_Input_Gamepad),
class_name );
}
static HRESULT WINAPI controller_GetTrustLevel( IGameControllerImpl *iface, TrustLevel *trust_level )
{
FIXME( "iface %p, trust_level %p stub!\n", iface, trust_level );
return E_NOTIMPL;
}
static HRESULT WINAPI controller_Initialize( IGameControllerImpl *iface, IGameController *outer,
IGameControllerProvider *provider )
{
struct gamepad *impl = impl_from_IGameControllerImpl( iface );
TRACE( "iface %p, outer %p, provider %p.\n", iface, outer, provider );
impl->IGameController_outer = outer;
IGameControllerProvider_AddRef( (impl->provider = provider) );
return S_OK;
}
static const struct IGameControllerImplVtbl controller_vtbl =
{
controller_QueryInterface,
controller_AddRef,
controller_Release,
/* IInspectable methods */
controller_GetIids,
controller_GetRuntimeClassName,
controller_GetTrustLevel,
/* IGameControllerImpl methods */
controller_Initialize,
};
DEFINE_IINSPECTABLE_OUTER( input_sink, IGameControllerInputSink, struct gamepad, IGameController_outer )
static HRESULT WINAPI input_sink_OnInputResumed( IGameControllerInputSink *iface, UINT64 timestamp )
{
FIXME( "iface %p, timestamp %I64u stub!\n", iface, timestamp );
return E_NOTIMPL;
}
static HRESULT WINAPI input_sink_OnInputSuspended( IGameControllerInputSink *iface, UINT64 timestamp )
{
FIXME( "iface %p, timestamp %I64u stub!\n", iface, timestamp );
return E_NOTIMPL;
}
static const struct IGameControllerInputSinkVtbl input_sink_vtbl =
{
input_sink_QueryInterface,
input_sink_AddRef,
input_sink_Release,
/* IInspectable methods */
input_sink_GetIids,
input_sink_GetRuntimeClassName,
input_sink_GetTrustLevel,
/* IGameControllerInputSink methods */
input_sink_OnInputResumed,
input_sink_OnInputSuspended,
};
DEFINE_IINSPECTABLE_OUTER( gamepad, IGamepad, struct gamepad, IGameController_outer )
static HRESULT WINAPI gamepad_get_Vibration( IGamepad *iface, struct GamepadVibration *value )
{
FIXME( "iface %p, value %p stub!\n", iface, value );
return E_NOTIMPL;
}
static HRESULT WINAPI gamepad_put_Vibration( IGamepad *iface, struct GamepadVibration value )
{
FIXME( "iface %p, value %p stub!\n", iface, &value );
return E_NOTIMPL;
}
static HRESULT WINAPI gamepad_GetCurrentReading( IGamepad *iface, struct GamepadReading *value )
{
FIXME( "iface %p, value %p stub!\n", iface, value );
return E_NOTIMPL;}
static const struct IGamepadVtbl gamepad_vtbl =
{
gamepad_QueryInterface,
gamepad_AddRef,
gamepad_Release,
/* IInspectable methods */
gamepad_GetIids,
gamepad_GetRuntimeClassName,
gamepad_GetTrustLevel,
/* IGamepad methods */
gamepad_get_Vibration,
gamepad_put_Vibration,
gamepad_GetCurrentReading,
};
struct gamepad_statics
{
IActivationFactory IActivationFactory_iface;
IGamepadStatics IGamepadStatics_iface;
IGamepadStatics2 IGamepadStatics2_iface;
ICustomGameControllerFactory ICustomGameControllerFactory_iface;
LONG ref;
};
static inline struct gamepad_statics *impl_from_IActivationFactory( IActivationFactory *iface )
{
return CONTAINING_RECORD( iface, struct gamepad_statics, IActivationFactory_iface );
}
static HRESULT WINAPI factory_QueryInterface( IActivationFactory *iface, REFIID iid, void **out )
{
struct gamepad_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;
}
if (IsEqualGUID( iid, &IID_IGamepadStatics ))
{
IInspectable_AddRef( (*out = &impl->IGamepadStatics_iface) );
return S_OK;
}
if (IsEqualGUID( iid, &IID_IGamepadStatics2 ))
{
IInspectable_AddRef( (*out = &impl->IGamepadStatics2_iface) );
return S_OK;
}
if (IsEqualGUID( iid, &IID_ICustomGameControllerFactory ))
{
IInspectable_AddRef( (*out = &impl->ICustomGameControllerFactory_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 gamepad_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 gamepad_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,
};
DEFINE_IINSPECTABLE( statics, IGamepadStatics, struct gamepad_statics, IActivationFactory_iface )
static HRESULT WINAPI statics_add_GamepadAdded( IGamepadStatics *iface, IEventHandler_Gamepad *value,
EventRegistrationToken *token )
{
FIXME( "iface %p, value %p, token %p stub!\n", iface, value, token );
if (!value) return E_INVALIDARG;
token->value = 0;
return S_OK;
}
static HRESULT WINAPI statics_remove_GamepadAdded( IGamepadStatics *iface, EventRegistrationToken token )
{
FIXME( "iface %p, token %#I64x stub!\n", iface, token.value );
return S_OK;
}
static HRESULT WINAPI statics_add_GamepadRemoved( IGamepadStatics *iface, IEventHandler_Gamepad *value,
EventRegistrationToken *token )
{
FIXME( "iface %p, value %p, token %p stub!\n", iface, value, token );
if (!value) return E_INVALIDARG;
token->value = 0;
return S_OK;
}
static HRESULT WINAPI statics_remove_GamepadRemoved( IGamepadStatics *iface, EventRegistrationToken token )
{
FIXME( "iface %p, token %#I64x stub!\n", iface, token.value );
return S_OK;
}
static HRESULT WINAPI statics_get_Gamepads( IGamepadStatics *iface, IVectorView_Gamepad **value )
{
static const GUID *view_iid = &IID_IVectorView_Gamepad;
static const GUID *iid = &IID_IVector_Gamepad;
IVector_Gamepad *gamepads;
HRESULT hr;
TRACE( "iface %p, value %p.\n", iface, value );
if (SUCCEEDED(hr = vector_create( iid, view_iid, (void **)&gamepads )))
{
hr = IVector_Gamepad_GetView( gamepads, value );
IVector_Gamepad_Release( gamepads );
}
return hr;
}
static const struct IGamepadStaticsVtbl statics_vtbl =
{
statics_QueryInterface,
statics_AddRef,
statics_Release,
/* IInspectable methods */
statics_GetIids,
statics_GetRuntimeClassName,
statics_GetTrustLevel,
/* IGamepadStatics methods */
statics_add_GamepadAdded,
statics_remove_GamepadAdded,
statics_add_GamepadRemoved,
statics_remove_GamepadRemoved,
statics_get_Gamepads,
};
DEFINE_IINSPECTABLE( statics2, IGamepadStatics2, struct gamepad_statics, IActivationFactory_iface )
static HRESULT WINAPI statics2_FromGameController( IGamepadStatics2 *iface, IGameController *game_controller, IGamepad **value )
{
struct gamepad_statics *impl = impl_from_IGamepadStatics2( iface );
IGameController *controller;
HRESULT hr;
TRACE( "iface %p, game_controller %p, value %p.\n", iface, game_controller, value );
hr = IGameControllerFactoryManagerStatics2_TryGetFactoryControllerFromGameController( manager_factory, &impl->ICustomGameControllerFactory_iface,
game_controller, &controller );
if (FAILED(hr)) return hr;
hr = IGameController_QueryInterface( controller, &IID_IGamepad, (void **)value );
IGameController_Release( controller );
return hr;
}
static const struct IGamepadStatics2Vtbl statics2_vtbl =
{
statics2_QueryInterface,
statics2_AddRef,
statics2_Release,
/* IInspectable methods */
statics2_GetIids,
statics2_GetRuntimeClassName,
statics2_GetTrustLevel,
/* IGamepadStatics2 methods */
statics2_FromGameController,
};
DEFINE_IINSPECTABLE( controller_factory, ICustomGameControllerFactory, struct gamepad_statics, IActivationFactory_iface )
static HRESULT WINAPI controller_factory_CreateGameController( ICustomGameControllerFactory *iface, IGameControllerProvider *provider,
IInspectable **value )
{
struct gamepad *impl;
TRACE( "iface %p, provider %p, value %p.\n", iface, provider, value );
if (!(impl = calloc( 1, sizeof(*impl) ))) return E_OUTOFMEMORY;
impl->IGameControllerImpl_iface.lpVtbl = &controller_vtbl;
impl->IGameControllerInputSink_iface.lpVtbl = &input_sink_vtbl;
impl->IGamepad_iface.lpVtbl = &gamepad_vtbl;
impl->ref = 1;
TRACE( "created Gamepad %p\n", impl );
*value = (IInspectable *)&impl->IGameControllerImpl_iface;
return S_OK;
}
static HRESULT WINAPI controller_factory_OnGameControllerAdded( ICustomGameControllerFactory *iface, IGameController *value )
{
FIXME( "iface %p, value %p stub!\n", iface, value );
return E_NOTIMPL;
}
static HRESULT WINAPI controller_factory_OnGameControllerRemoved( ICustomGameControllerFactory *iface, IGameController *value )
{
FIXME( "iface %p, value %p stub!\n", iface, value );
return E_NOTIMPL;
}
static const struct ICustomGameControllerFactoryVtbl controller_factory_vtbl =
{
controller_factory_QueryInterface,
controller_factory_AddRef,
controller_factory_Release,
/* IInspectable methods */
controller_factory_GetIids,
controller_factory_GetRuntimeClassName,
controller_factory_GetTrustLevel,
/* ICustomGameControllerFactory methods */
controller_factory_CreateGameController,
controller_factory_OnGameControllerAdded,
controller_factory_OnGameControllerRemoved,
};
static struct gamepad_statics gamepad_statics =
{
{&factory_vtbl},
{&statics_vtbl},
{&statics2_vtbl},
{&controller_factory_vtbl},
1,
};
ICustomGameControllerFactory *gamepad_factory = &gamepad_statics.ICustomGameControllerFactory_iface;