windows.gaming.input: Instantiate IGameController(BatteryInfo) stub from providers.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -18,12 +18,209 @@
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*/
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#include "private.h"
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#include "provider.h"
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#include "wine/debug.h"
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#include "wine/list.h"
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WINE_DEFAULT_DEBUG_CHANNEL(input);
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static CRITICAL_SECTION manager_cs;
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static CRITICAL_SECTION_DEBUG manager_cs_debug =
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{
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0, 0, &manager_cs,
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{ &manager_cs_debug.ProcessLocksList, &manager_cs_debug.ProcessLocksList },
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0, 0, { (DWORD_PTR)(__FILE__ ": manager_cs") }
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};
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static CRITICAL_SECTION manager_cs = { &manager_cs_debug, -1, 0, 0, 0, 0 };
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static struct list controller_list = LIST_INIT( controller_list );
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struct controller
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{
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IGameController IGameController_iface;
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IGameControllerBatteryInfo IGameControllerBatteryInfo_iface;
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LONG ref;
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struct list entry;
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IGameControllerProvider *provider;
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ICustomGameControllerFactory *factory;
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};
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static inline struct controller *impl_from_IGameController( IGameController *iface )
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{
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return CONTAINING_RECORD( iface, struct controller, IGameController_iface );
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}
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static HRESULT WINAPI controller_QueryInterface( IGameController *iface, REFIID iid, void **out )
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{
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struct controller *impl = impl_from_IGameController( iface );
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TRACE( "iface %p, iid %s, out %p.\n", iface, debugstr_guid( iid ), out );
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if (IsEqualGUID( iid, &IID_IUnknown ) ||
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IsEqualGUID( iid, &IID_IInspectable ) ||
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IsEqualGUID( iid, &IID_IAgileObject ) ||
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IsEqualGUID( iid, &IID_IGameController ))
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{
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IInspectable_AddRef( (*out = &impl->IGameController_iface) );
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return S_OK;
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}
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if (IsEqualGUID( iid, &IID_IGameControllerBatteryInfo ))
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{
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IInspectable_AddRef( (*out = &impl->IGameControllerBatteryInfo_iface) );
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return S_OK;
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}
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FIXME( "%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid( iid ) );
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*out = NULL;
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return E_NOINTERFACE;
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}
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static ULONG WINAPI controller_AddRef( IGameController *iface )
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{
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struct controller *impl = impl_from_IGameController( iface );
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ULONG ref = InterlockedIncrement( &impl->ref );
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TRACE( "iface %p increasing refcount to %lu.\n", iface, ref );
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return ref;
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}
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static ULONG WINAPI controller_Release( IGameController *iface )
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{
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struct controller *impl = impl_from_IGameController( iface );
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ULONG ref = InterlockedDecrement( &impl->ref );
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TRACE( "iface %p decreasing refcount to %lu.\n", iface, ref );
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if (!ref)
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{
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ICustomGameControllerFactory_Release( impl->factory );
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IGameControllerProvider_Release( impl->provider );
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free( impl );
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}
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return ref;
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}
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static HRESULT WINAPI controller_GetIids( IGameController *iface, ULONG *iid_count, IID **iids )
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{
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FIXME( "iface %p, iid_count %p, iids %p stub!\n", iface, iid_count, iids );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI controller_GetRuntimeClassName( IGameController *iface, HSTRING *class_name )
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{
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FIXME( "iface %p, class_name %p stub!\n", iface, class_name );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI controller_GetTrustLevel( IGameController *iface, TrustLevel *trust_level )
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{
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FIXME( "iface %p, trust_level %p stub!\n", iface, trust_level );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI controller_add_HeadsetConnected( IGameController *iface, ITypedEventHandler_IGameController_Headset *handler,
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EventRegistrationToken *token )
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{
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FIXME( "iface %p, handler %p, token %p stub!\n", iface, handler, token );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI controller_remove_HeadsetConnected( IGameController *iface, EventRegistrationToken token )
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{
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FIXME( "iface %p, token %I64x stub!\n", iface, token.value );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI controller_add_HeadsetDisconnected( IGameController *iface, ITypedEventHandler_IGameController_Headset *handler,
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EventRegistrationToken *token )
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{
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FIXME( "iface %p, handler %p, token %p stub!\n", iface, handler, token );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI controller_remove_HeadsetDisconnected( IGameController *iface, EventRegistrationToken token )
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{
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FIXME( "iface %p, token %I64x stub!\n", iface, token.value );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI controller_add_UserChanged( IGameController *iface,
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ITypedEventHandler_IGameController_UserChangedEventArgs *handler,
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EventRegistrationToken *token )
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{
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FIXME( "iface %p, handler %p, token %p stub!\n", iface, handler, token );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI controller_remove_UserChanged( IGameController *iface, EventRegistrationToken token )
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{
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FIXME( "iface %p, token %I64x stub!\n", iface, token.value );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI controller_get_Headset( IGameController *iface, IHeadset **value )
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{
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FIXME( "iface %p, value %p stub!\n", iface, value );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI controller_get_IsWireless( IGameController *iface, boolean *value )
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{
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FIXME( "iface %p, value %p stub!\n", iface, value );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI controller_get_User( IGameController *iface, __x_ABI_CWindows_CSystem_CIUser **value )
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{
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FIXME( "iface %p, value %p stub!\n", iface, value );
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return E_NOTIMPL;
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}
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static const struct IGameControllerVtbl controller_vtbl =
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{
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controller_QueryInterface,
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controller_AddRef,
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controller_Release,
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/* IInspectable methods */
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controller_GetIids,
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controller_GetRuntimeClassName,
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controller_GetTrustLevel,
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/* IGameController methods */
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controller_add_HeadsetConnected,
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controller_remove_HeadsetConnected,
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controller_add_HeadsetDisconnected,
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controller_remove_HeadsetDisconnected,
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controller_add_UserChanged,
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controller_remove_UserChanged,
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controller_get_Headset,
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controller_get_IsWireless,
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controller_get_User,
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};
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DEFINE_IINSPECTABLE( battery, IGameControllerBatteryInfo, struct controller, IGameController_iface )
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static HRESULT WINAPI battery_TryGetBatteryReport( IGameControllerBatteryInfo *iface, IBatteryReport **value )
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{
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FIXME( "iface %p, value %p stub!\n", iface, value );
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return E_NOTIMPL;
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}
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static const struct IGameControllerBatteryInfoVtbl battery_vtbl =
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{
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battery_QueryInterface,
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battery_AddRef,
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battery_Release,
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/* IInspectable methods */
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battery_GetIids,
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battery_GetRuntimeClassName,
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battery_GetTrustLevel,
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/* IGameControllerBatteryInfo methods */
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battery_TryGetBatteryReport,
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};
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struct manager_statics
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{
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IActivationFactory IActivationFactory_iface;
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@ -200,12 +397,76 @@ static struct manager_statics manager_statics =
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IActivationFactory *manager_factory = &manager_statics.IActivationFactory_iface;
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static HRESULT controller_create( ICustomGameControllerFactory *factory, IGameControllerProvider *provider,
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struct controller **out )
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{
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struct controller *impl;
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if (!(impl = malloc(sizeof(*impl)))) return E_OUTOFMEMORY;
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impl->IGameController_iface.lpVtbl = &controller_vtbl;
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impl->IGameControllerBatteryInfo_iface.lpVtbl = &battery_vtbl;
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impl->ref = 1;
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ICustomGameControllerFactory_AddRef( (impl->factory = factory) );
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IGameControllerProvider_AddRef( (impl->provider = provider) );
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*out = impl;
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return S_OK;
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}
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void manager_on_provider_created( IGameControllerProvider *provider )
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{
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FIXME( "provider %p stub!\n", provider );
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struct list *entry, *next, *list;
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struct controller *controller;
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HRESULT hr;
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TRACE( "provider %p\n", provider );
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EnterCriticalSection( &manager_cs );
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if (list_empty( &controller_list )) list = &controller_list;
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else list = list_tail( &controller_list );
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if (SUCCEEDED(controller_create( controller_factory, provider, &controller )))
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list_add_tail( &controller_list, &controller->entry );
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LIST_FOR_EACH_SAFE( entry, next, list )
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{
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controller = LIST_ENTRY( entry, struct controller, entry );
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hr = ICustomGameControllerFactory_OnGameControllerAdded( controller->factory,
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&controller->IGameController_iface );
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if (FAILED(hr))
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{
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list_remove( &controller->entry );
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IGameController_Release( &controller->IGameController_iface );
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}
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if (next == &controller_list) break;
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}
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LeaveCriticalSection( &manager_cs );
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}
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void manager_on_provider_removed( IGameControllerProvider *provider )
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{
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FIXME( "provider %p stub!\n", provider );
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struct controller *controller, *next;
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TRACE( "provider %p\n", provider );
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EnterCriticalSection( &manager_cs );
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LIST_FOR_EACH_ENTRY( controller, &controller_list, struct controller, entry )
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{
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if (controller->provider != provider) continue;
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ICustomGameControllerFactory_OnGameControllerRemoved( controller->factory,
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&controller->IGameController_iface );
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}
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LIST_FOR_EACH_ENTRY_SAFE( controller, next, &controller_list, struct controller, entry )
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{
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if (controller->provider != provider) continue;
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list_remove( &controller->entry );
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IGameController_Release( &controller->IGameController_iface );
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}
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LeaveCriticalSection( &manager_cs );
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}
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@ -31,6 +31,7 @@
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#define WIDL_using_Windows_Foundation
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#define WIDL_using_Windows_Foundation_Collections
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#include "windows.foundation.h"
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#define WIDL_using_Windows_Devices_Power
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#define WIDL_using_Windows_Gaming_Input
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#define WIDL_using_Windows_Gaming_Input_Custom
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#include "windows.gaming.input.custom.h"
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