/* 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 "wine/debug.h" #include "wine/list.h" WINE_DEFAULT_DEBUG_CHANNEL(input); 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 ) { FIXME( "iface %p, factory %p, controller %p, value %p stub!\n", iface, factory, controller, value ); return E_NOTIMPL; } 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, }; IActivationFactory *manager_factory = &manager_statics.IActivationFactory_iface; void manager_on_provider_created( IGameControllerProvider *provider ) { FIXME( "provider %p stub!\n", provider ); } void manager_on_provider_removed( IGameControllerProvider *provider ) { FIXME( "provider %p stub!\n", provider ); }