/* WinRT Windows.Gaming.Input implementation * * Copyright 2021 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 "wine/debug.h" WINE_DEFAULT_DEBUG_CHANNEL(input); struct controller_statics { IActivationFactory IActivationFactory_iface; IRawGameControllerStatics IRawGameControllerStatics_iface; ICustomGameControllerFactory ICustomGameControllerFactory_iface; LONG ref; }; static inline struct controller_statics *impl_from_IActivationFactory( IActivationFactory *iface ) { return CONTAINING_RECORD( iface, struct controller_statics, IActivationFactory_iface ); } static HRESULT WINAPI factory_QueryInterface( IActivationFactory *iface, REFIID iid, void **out ) { struct controller_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_IRawGameControllerStatics )) { IInspectable_AddRef( (*out = &impl->IRawGameControllerStatics_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 controller_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 controller_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, IRawGameControllerStatics, struct controller_statics, IActivationFactory_iface ) static HRESULT WINAPI statics_add_RawGameControllerAdded( IRawGameControllerStatics *iface, IEventHandler_RawGameController *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_RawGameControllerAdded( IRawGameControllerStatics *iface, EventRegistrationToken token ) { FIXME( "iface %p, token %#I64x stub!\n", iface, token.value ); return S_OK; } static HRESULT WINAPI statics_add_RawGameControllerRemoved( IRawGameControllerStatics *iface, IEventHandler_RawGameController *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_RawGameControllerRemoved( IRawGameControllerStatics *iface, EventRegistrationToken token ) { FIXME( "iface %p, token %#I64x stub!\n", iface, token.value ); return S_OK; } static HRESULT WINAPI statics_get_RawGameControllers( IRawGameControllerStatics *iface, IVectorView_RawGameController **value ) { static const GUID *view_iid = &IID_IVectorView_RawGameController; static const GUID *iid = &IID_IVector_RawGameController; IVector_RawGameController *controllers; HRESULT hr; TRACE( "iface %p, value %p.\n", iface, value ); if (SUCCEEDED(hr = vector_create( iid, view_iid, (void **)&controllers ))) { hr = IVector_RawGameController_GetView( controllers, value ); IVector_RawGameController_Release( controllers ); } return hr; } static HRESULT WINAPI statics_FromGameController( IRawGameControllerStatics *iface, IGameController *game_controller, IRawGameController **value ) { struct controller_statics *impl = impl_from_IRawGameControllerStatics( 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_IRawGameController, (void **)value ); IGameController_Release( controller ); return hr; } static const struct IRawGameControllerStaticsVtbl statics_vtbl = { statics_QueryInterface, statics_AddRef, statics_Release, /* IInspectable methods */ statics_GetIids, statics_GetRuntimeClassName, statics_GetTrustLevel, /* IRawGameControllerStatics methods */ statics_add_RawGameControllerAdded, statics_remove_RawGameControllerAdded, statics_add_RawGameControllerRemoved, statics_remove_RawGameControllerRemoved, statics_get_RawGameControllers, statics_FromGameController, }; DEFINE_IINSPECTABLE( controller_factory, ICustomGameControllerFactory, struct controller_statics, IActivationFactory_iface ) static HRESULT WINAPI controller_factory_CreateGameController( ICustomGameControllerFactory *iface, IGameControllerProvider *provider, IInspectable **value ) { FIXME( "iface %p, provider %p, value %p stub!\n", iface, provider, value ); return E_NOTIMPL; } 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 controller_statics controller_statics = { {&factory_vtbl}, {&statics_vtbl}, {&controller_factory_vtbl}, 1, }; ICustomGameControllerFactory *controller_factory = &controller_statics.ICustomGameControllerFactory_iface;