/* 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 "provider.h" #include "wine/debug.h" WINE_DEFAULT_DEBUG_CHANNEL(input); static CRITICAL_SECTION gamepad_cs; static CRITICAL_SECTION_DEBUG gamepad_cs_debug = { 0, 0, &gamepad_cs, { &gamepad_cs_debug.ProcessLocksList, &gamepad_cs_debug.ProcessLocksList }, 0, 0, { (DWORD_PTR)(__FILE__ ": gamepad_cs") } }; static CRITICAL_SECTION gamepad_cs = { &gamepad_cs_debug, -1, 0, 0, 0, 0 }; static IVector_Gamepad *gamepads; static struct list gamepad_added_handlers = LIST_INIT( gamepad_added_handlers ); static struct list gamepad_removed_handlers = LIST_INIT( gamepad_removed_handlers ); static HRESULT init_gamepads(void) { static const struct vector_iids iids = { .vector = &IID_IVector_Gamepad, .view = &IID_IVectorView_Gamepad, .iterable = &IID_IIterable_Gamepad, .iterator = &IID_IIterator_Gamepad, }; HRESULT hr; EnterCriticalSection( &gamepad_cs ); if (gamepads) hr = S_OK; else hr = vector_create( &iids, (void **)&gamepads ); LeaveCriticalSection( &gamepad_cs ); return hr; } struct gamepad { IGameControllerImpl IGameControllerImpl_iface; IGameControllerInputSink IGameControllerInputSink_iface; IGamepad IGamepad_iface; IGameController *IGameController_outer; LONG ref; IGameControllerProvider *provider; IWineGameControllerProvider *wine_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) { if (impl->wine_provider) IWineGameControllerProvider_Release( impl->wine_provider ); 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 ); HRESULT hr; TRACE( "iface %p, outer %p, provider %p.\n", iface, outer, provider ); impl->IGameController_outer = outer; IGameControllerProvider_AddRef( (impl->provider = provider) ); hr = IGameControllerProvider_QueryInterface( provider, &IID_IWineGameControllerProvider, (void **)&impl->wine_provider ); if (FAILED(hr)) return hr; EnterCriticalSection( &gamepad_cs ); if (SUCCEEDED(hr = init_gamepads())) hr = IVector_Gamepad_Append( gamepads, &impl->IGamepad_iface ); LeaveCriticalSection( &gamepad_cs ); return hr; } 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 ) { struct gamepad *impl = impl_from_IGamepad( iface ); struct WineGameControllerVibration vibration; HRESULT hr; TRACE( "iface %p, value %p.\n", iface, value ); if (FAILED(hr = IWineGameControllerProvider_get_Vibration( impl->wine_provider, &vibration ))) return hr; value->LeftMotor = vibration.rumble / 65535.; value->RightMotor = vibration.buzz / 65535.; value->LeftTrigger = vibration.left / 65535.; value->RightTrigger = vibration.right / 65535.; return S_OK; } static HRESULT WINAPI gamepad_put_Vibration( IGamepad *iface, struct GamepadVibration value ) { struct gamepad *impl = impl_from_IGamepad( iface ); struct WineGameControllerVibration vibration = { .rumble = value.LeftMotor * 65535., .buzz = value.RightMotor * 65535., .left = value.LeftTrigger * 65535., .right = value.RightTrigger * 65535., }; TRACE( "iface %p, value %p.\n", iface, &value ); return IWineGameControllerProvider_put_Vibration( impl->wine_provider, vibration ); } static HRESULT WINAPI gamepad_GetCurrentReading( IGamepad *iface, struct GamepadReading *value ) { struct gamepad *impl = impl_from_IGamepad( iface ); struct WineGameControllerState state; HRESULT hr; TRACE( "iface %p, value %p.\n", iface, value ); if (FAILED(hr = IWineGameControllerProvider_get_State( impl->wine_provider, &state ))) return hr; value->Buttons = 0; if (state.buttons[0]) value->Buttons |= GamepadButtons_A; if (state.buttons[1]) value->Buttons |= GamepadButtons_B; if (state.buttons[2]) value->Buttons |= GamepadButtons_X; if (state.buttons[3]) value->Buttons |= GamepadButtons_Y; if (state.buttons[4]) value->Buttons |= GamepadButtons_LeftShoulder; if (state.buttons[5]) value->Buttons |= GamepadButtons_RightShoulder; if (state.buttons[6]) value->Buttons |= GamepadButtons_Menu; if (state.buttons[7]) value->Buttons |= GamepadButtons_View; if (state.buttons[8]) value->Buttons |= GamepadButtons_LeftThumbstick; if (state.buttons[9]) value->Buttons |= GamepadButtons_RightThumbstick; switch (state.switches[0]) { case GameControllerSwitchPosition_Up: case GameControllerSwitchPosition_UpRight: case GameControllerSwitchPosition_UpLeft: value->Buttons |= GamepadButtons_DPadUp; break; case GameControllerSwitchPosition_Down: case GameControllerSwitchPosition_DownRight: case GameControllerSwitchPosition_DownLeft: value->Buttons |= GamepadButtons_DPadDown; break; default: break; } switch (state.switches[0]) { case GameControllerSwitchPosition_Right: case GameControllerSwitchPosition_UpRight: case GameControllerSwitchPosition_DownRight: value->Buttons |= GamepadButtons_DPadRight; break; case GameControllerSwitchPosition_Left: case GameControllerSwitchPosition_UpLeft: case GameControllerSwitchPosition_DownLeft: value->Buttons |= GamepadButtons_DPadLeft; break; default: break; } value->LeftThumbstickX = 2. * state.axes[0] - 1.; value->LeftThumbstickY = 1. - 2. * state.axes[1]; value->LeftTrigger = state.axes[2]; value->RightThumbstickX = 2. * state.axes[3] - 1.; value->RightThumbstickY = 1. - 2. * state.axes[4]; value->RightTrigger = state.axes[5]; value->Timestamp = state.timestamp; return hr; } 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 *handler, EventRegistrationToken *token ) { TRACE( "iface %p, handler %p, token %p.\n", iface, handler, token ); if (!handler) return E_INVALIDARG; return event_handlers_append( &gamepad_added_handlers, (IEventHandler_IInspectable *)handler, token ); } static HRESULT WINAPI statics_remove_GamepadAdded( IGamepadStatics *iface, EventRegistrationToken token ) { TRACE( "iface %p, token %#I64x.\n", iface, token.value ); return event_handlers_remove( &gamepad_added_handlers, &token ); } static HRESULT WINAPI statics_add_GamepadRemoved( IGamepadStatics *iface, IEventHandler_Gamepad *handler, EventRegistrationToken *token ) { TRACE( "iface %p, handler %p, token %p.\n", iface, handler, token ); if (!handler) return E_INVALIDARG; return event_handlers_append( &gamepad_removed_handlers, (IEventHandler_IInspectable *)handler, token ); } static HRESULT WINAPI statics_remove_GamepadRemoved( IGamepadStatics *iface, EventRegistrationToken token ) { TRACE( "iface %p, token %#I64x.\n", iface, token.value ); return event_handlers_remove( &gamepad_removed_handlers, &token ); } static HRESULT WINAPI statics_get_Gamepads( IGamepadStatics *iface, IVectorView_Gamepad **value ) { HRESULT hr; TRACE( "iface %p, value %p.\n", iface, value ); EnterCriticalSection( &gamepad_cs ); if (SUCCEEDED(hr = init_gamepads())) hr = IVector_Gamepad_GetView( gamepads, value ); LeaveCriticalSection( &gamepad_cs ); 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 ); *value = NULL; hr = IGameControllerFactoryManagerStatics2_TryGetFactoryControllerFromGameController( manager_factory, &impl->ICustomGameControllerFactory_iface, game_controller, &controller ); if (FAILED(hr) || !controller) 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 ) { IGamepad *gamepad; HRESULT hr; TRACE( "iface %p, value %p.\n", iface, value ); if (FAILED(hr = IGameController_QueryInterface( value, &IID_IGamepad, (void **)&gamepad ))) return hr; event_handlers_notify( &gamepad_added_handlers, (IInspectable *)gamepad ); IGamepad_Release( gamepad ); return S_OK; } static HRESULT WINAPI controller_factory_OnGameControllerRemoved( ICustomGameControllerFactory *iface, IGameController *value ) { IGamepad *gamepad; BOOLEAN found; UINT32 index; HRESULT hr; TRACE( "iface %p, value %p.\n", iface, value ); if (FAILED(hr = IGameController_QueryInterface( value, &IID_IGamepad, (void **)&gamepad ))) return hr; EnterCriticalSection( &gamepad_cs ); if (SUCCEEDED(hr = init_gamepads())) { if (FAILED(hr = IVector_Gamepad_IndexOf( gamepads, gamepad, &index, &found )) || !found) WARN( "Could not find gamepad %p, hr %#lx!\n", gamepad, hr ); else hr = IVector_Gamepad_RemoveAt( gamepads, index ); } LeaveCriticalSection( &gamepad_cs ); if (FAILED(hr)) WARN( "Failed to remove gamepad %p, hr %#lx!\n", gamepad, hr ); else if (found) { TRACE( "Removed gamepad %p.\n", gamepad ); event_handlers_notify( &gamepad_removed_handlers, (IInspectable *)gamepad ); } IGamepad_Release( gamepad ); return S_OK; } 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;