/* WinRT Windows.Gaming.Input implementation * * Copyright 2022 RĂ©mi 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); 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; IInspectable *IInspectable_inner; 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; } return IInspectable_QueryInterface( impl->IInspectable_inner, iid, out ); } 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) { /* guard against re-entry if inner releases an outer iface */ InterlockedIncrement( &impl->ref ); IInspectable_Release( impl->IInspectable_inner ); 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 ) { struct controller *impl = impl_from_IGameController( iface ); return IInspectable_GetRuntimeClassName( impl->IInspectable_inner, class_name ); } static HRESULT WINAPI controller_GetTrustLevel( IGameController *iface, TrustLevel *trust_level ) { struct controller *impl = impl_from_IGameController( iface ); return IInspectable_GetTrustLevel( impl->IInspectable_inner, trust_level ); } 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; IGameControllerFactoryManagerStatics IGameControllerFactoryManagerStatics_iface; IGameControllerFactoryManagerStatics2 IGameControllerFactoryManagerStatics2_iface; LONG ref; }; static inline struct manager_statics *impl_from_IActivationFactory( IActivationFactory *iface ) { return CONTAINING_RECORD( iface, struct manager_statics, IActivationFactory_iface ); } static HRESULT WINAPI factory_QueryInterface( IActivationFactory *iface, REFIID iid, void **out ) { struct manager_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_IGameControllerFactoryManagerStatics )) { IInspectable_AddRef( (*out = &impl->IGameControllerFactoryManagerStatics_iface) ); return S_OK; } if (IsEqualGUID( iid, &IID_IGameControllerFactoryManagerStatics2 )) { IInspectable_AddRef( (*out = &impl->IGameControllerFactoryManagerStatics2_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 manager_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 manager_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, IGameControllerFactoryManagerStatics, struct manager_statics, IActivationFactory_iface ) static HRESULT WINAPI statics_RegisterCustomFactoryForGipInterface( IGameControllerFactoryManagerStatics *iface, ICustomGameControllerFactory *factory, GUID interface_id ) { FIXME( "iface %p, factory %p, interface_id %s stub!\n", iface, factory, debugstr_guid(&interface_id) ); return E_NOTIMPL; } static HRESULT WINAPI statics_RegisterCustomFactoryForHardwareId( IGameControllerFactoryManagerStatics *iface, ICustomGameControllerFactory *factory, UINT16 vendor_id, UINT16 product_id ) { FIXME( "iface %p, factory %p, vendor_id %u, product_id %u stub!\n", iface, factory, vendor_id, product_id ); return E_NOTIMPL; } static HRESULT WINAPI statics_RegisterCustomFactoryForXusbType( IGameControllerFactoryManagerStatics *iface, ICustomGameControllerFactory *factory, XusbDeviceType type, XusbDeviceSubtype subtype ) { FIXME( "iface %p, factory %p, type %d, subtype %d stub!\n", iface, factory, type, subtype ); return E_NOTIMPL; } static const struct IGameControllerFactoryManagerStaticsVtbl statics_vtbl = { statics_QueryInterface, statics_AddRef, statics_Release, /* IInspectable methods */ statics_GetIids, statics_GetRuntimeClassName, statics_GetTrustLevel, /* IGameControllerFactoryManagerStatics methods */ statics_RegisterCustomFactoryForGipInterface, statics_RegisterCustomFactoryForHardwareId, statics_RegisterCustomFactoryForXusbType, }; DEFINE_IINSPECTABLE( statics2, IGameControllerFactoryManagerStatics2, struct manager_statics, IActivationFactory_iface ) static HRESULT WINAPI statics2_TryGetFactoryControllerFromGameController( IGameControllerFactoryManagerStatics2 *iface, ICustomGameControllerFactory *factory, IGameController *controller, IGameController **value ) { struct controller *entry, *other; BOOL found = FALSE; TRACE( "iface %p, factory %p, controller %p, value %p.\n", iface, factory, controller, value ); EnterCriticalSection( &manager_cs ); LIST_FOR_EACH_ENTRY( entry, &controller_list, struct controller, entry ) if ((found = &entry->IGameController_iface == controller)) break; if (!found) WARN( "Failed to find controller %p\n", controller ); else { LIST_FOR_EACH_ENTRY( other, &controller_list, struct controller, entry ) if ((found = entry->provider == other->provider && other->factory == factory)) break; if (!found) WARN( "Failed to find controller %p, factory %p\n", controller, factory ); else IGameController_AddRef( (*value = &other->IGameController_iface) ); } LeaveCriticalSection( &manager_cs ); if (!found) *value = NULL; return S_OK; } static const struct IGameControllerFactoryManagerStatics2Vtbl statics2_vtbl = { statics2_QueryInterface, statics2_AddRef, statics2_Release, /* IInspectable methods */ statics2_GetIids, statics2_GetRuntimeClassName, statics2_GetTrustLevel, /* IGameControllerFactoryManagerStatics2 methods */ statics2_TryGetFactoryControllerFromGameController, }; static struct manager_statics manager_statics = { {&factory_vtbl}, {&statics_vtbl}, {&statics2_vtbl}, 1, }; IGameControllerFactoryManagerStatics2 *manager_factory = &manager_statics.IGameControllerFactoryManagerStatics2_iface; static HRESULT controller_create( ICustomGameControllerFactory *factory, IGameControllerProvider *provider, struct controller **out ) { IGameControllerImpl *inner_impl; struct controller *impl; HRESULT hr; if (!(impl = malloc(sizeof(*impl)))) return E_OUTOFMEMORY; impl->IGameController_iface.lpVtbl = &controller_vtbl; impl->IGameControllerBatteryInfo_iface.lpVtbl = &battery_vtbl; impl->ref = 1; if (FAILED(hr = ICustomGameControllerFactory_CreateGameController( factory, provider, &impl->IInspectable_inner ))) WARN( "Failed to create game controller, hr %#lx\n", hr ); else if (FAILED(hr = IInspectable_QueryInterface( impl->IInspectable_inner, &IID_IGameControllerImpl, (void **)&inner_impl ))) WARN( "Failed to find IGameControllerImpl iface, hr %#lx\n", hr ); else { if (FAILED(hr = IGameControllerImpl_Initialize( inner_impl, &impl->IGameController_iface, provider ))) WARN( "Failed to initialize game controller, hr %#lx\n", hr ); IGameControllerImpl_Release( inner_impl ); } if (FAILED(hr)) { if (impl->IInspectable_inner) IInspectable_Release( impl->IInspectable_inner ); free( impl ); return hr; } ICustomGameControllerFactory_AddRef( (impl->factory = factory) ); IGameControllerProvider_AddRef( (impl->provider = provider) ); *out = impl; return S_OK; } void manager_on_provider_created( IGameControllerProvider *provider ) { IWineGameControllerProvider *wine_provider; struct list *entry, *next, *list; struct controller *controller; WineGameControllerType type; HRESULT hr; TRACE( "provider %p\n", provider ); if (FAILED(IGameControllerProvider_QueryInterface( provider, &IID_IWineGameControllerProvider, (void **)&wine_provider ))) { FIXME( "IWineGameControllerProvider isn't implemented by provider %p\n", provider ); return; } if (FAILED(hr = IWineGameControllerProvider_get_Type( wine_provider, &type ))) { WARN( "Failed to get controller type, hr %#lx\n", hr ); type = WineGameControllerType_Joystick; } IWineGameControllerProvider_Release( wine_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 ); switch (type) { case WineGameControllerType_Joystick: break; case WineGameControllerType_Gamepad: if (SUCCEEDED(controller_create( gamepad_factory, provider, &controller ))) list_add_tail( &controller_list, &controller->entry ); break; case WineGameControllerType_RacingWheel: if (SUCCEEDED(controller_create( racing_wheel_factory, provider, &controller ))) list_add_tail( &controller_list, &controller->entry ); break; } 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)) WARN( "OnGameControllerAdded failed, hr %#lx\n", hr ); if (next == &controller_list) break; } LeaveCriticalSection( &manager_cs ); } void manager_on_provider_removed( IGameControllerProvider *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 ); }