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>
This commit is contained in:
Rémi Bernon 2022-03-08 10:55:22 +01:00 committed by Alexandre Julliard
parent f23f3d2f44
commit 09cb88e91b
2 changed files with 264 additions and 2 deletions

View File

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

View File

@ -31,6 +31,7 @@
#define WIDL_using_Windows_Foundation
#define WIDL_using_Windows_Foundation_Collections
#include "windows.foundation.h"
#define WIDL_using_Windows_Devices_Power
#define WIDL_using_Windows_Gaming_Input
#define WIDL_using_Windows_Gaming_Input_Custom
#include "windows.gaming.input.custom.h"