244 lines
8.3 KiB
C
244 lines
8.3 KiB
C
/* WinRT Windows.Gaming.Input implementation
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*
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* Copyright 2021 Rémi Bernon for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "private.h"
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#include "wine/debug.h"
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WINE_DEFAULT_DEBUG_CHANNEL(input);
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struct controller_statics
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{
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IActivationFactory IActivationFactory_iface;
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IRawGameControllerStatics IRawGameControllerStatics_iface;
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ICustomGameControllerFactory ICustomGameControllerFactory_iface;
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LONG ref;
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};
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static inline struct controller_statics *impl_from_IActivationFactory( IActivationFactory *iface )
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{
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return CONTAINING_RECORD( iface, struct controller_statics, IActivationFactory_iface );
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}
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static HRESULT WINAPI factory_QueryInterface( IActivationFactory *iface, REFIID iid, void **out )
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{
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struct controller_statics *impl = impl_from_IActivationFactory( iface );
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TRACE( "iface %p, iid %s, out %p.\n", iface, debugstr_guid( iid ), out );
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if (IsEqualGUID( iid, &IID_IUnknown ) ||
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IsEqualGUID( iid, &IID_IInspectable ) ||
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IsEqualGUID( iid, &IID_IAgileObject ) ||
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IsEqualGUID( iid, &IID_IActivationFactory ))
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{
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IInspectable_AddRef( (*out = &impl->IActivationFactory_iface) );
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return S_OK;
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}
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if (IsEqualGUID( iid, &IID_IRawGameControllerStatics ))
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{
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IInspectable_AddRef( (*out = &impl->IRawGameControllerStatics_iface) );
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return S_OK;
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}
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if (IsEqualGUID( iid, &IID_ICustomGameControllerFactory ))
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{
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IInspectable_AddRef( (*out = &impl->ICustomGameControllerFactory_iface) );
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return S_OK;
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}
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FIXME( "%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid( iid ) );
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*out = NULL;
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return E_NOINTERFACE;
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}
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static ULONG WINAPI factory_AddRef( IActivationFactory *iface )
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{
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struct controller_statics *impl = impl_from_IActivationFactory( iface );
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ULONG ref = InterlockedIncrement( &impl->ref );
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TRACE( "iface %p increasing refcount to %lu.\n", iface, ref );
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return ref;
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}
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static ULONG WINAPI factory_Release( IActivationFactory *iface )
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{
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struct controller_statics *impl = impl_from_IActivationFactory( iface );
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ULONG ref = InterlockedDecrement( &impl->ref );
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TRACE( "iface %p decreasing refcount to %lu.\n", iface, ref );
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return ref;
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}
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static HRESULT WINAPI factory_GetIids( IActivationFactory *iface, ULONG *iid_count, IID **iids )
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{
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FIXME( "iface %p, iid_count %p, iids %p stub!\n", iface, iid_count, iids );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI factory_GetRuntimeClassName( IActivationFactory *iface, HSTRING *class_name )
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{
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FIXME( "iface %p, class_name %p stub!\n", iface, class_name );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI factory_GetTrustLevel( IActivationFactory *iface, TrustLevel *trust_level )
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{
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FIXME( "iface %p, trust_level %p stub!\n", iface, trust_level );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI factory_ActivateInstance( IActivationFactory *iface, IInspectable **instance )
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{
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FIXME( "iface %p, instance %p stub!\n", iface, instance );
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return E_NOTIMPL;
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}
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static const struct IActivationFactoryVtbl factory_vtbl =
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{
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factory_QueryInterface,
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factory_AddRef,
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factory_Release,
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/* IInspectable methods */
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factory_GetIids,
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factory_GetRuntimeClassName,
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factory_GetTrustLevel,
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/* IActivationFactory methods */
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factory_ActivateInstance,
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};
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DEFINE_IINSPECTABLE( statics, IRawGameControllerStatics, struct controller_statics, IActivationFactory_iface )
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static HRESULT WINAPI statics_add_RawGameControllerAdded( IRawGameControllerStatics *iface, IEventHandler_RawGameController *value,
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EventRegistrationToken *token )
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{
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FIXME( "iface %p, value %p, token %p stub!\n", iface, value, token );
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if (!value) return E_INVALIDARG;
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token->value = 0;
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return S_OK;
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}
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static HRESULT WINAPI statics_remove_RawGameControllerAdded( IRawGameControllerStatics *iface, EventRegistrationToken token )
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{
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FIXME( "iface %p, token %#I64x stub!\n", iface, token.value );
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return S_OK;
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}
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static HRESULT WINAPI statics_add_RawGameControllerRemoved( IRawGameControllerStatics *iface, IEventHandler_RawGameController *value,
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EventRegistrationToken *token )
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{
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FIXME( "iface %p, value %p, token %p stub!\n", iface, value, token );
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if (!value) return E_INVALIDARG;
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token->value = 0;
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return S_OK;
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}
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static HRESULT WINAPI statics_remove_RawGameControllerRemoved( IRawGameControllerStatics *iface, EventRegistrationToken token )
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{
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FIXME( "iface %p, token %#I64x stub!\n", iface, token.value );
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return S_OK;
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}
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static HRESULT WINAPI statics_get_RawGameControllers( IRawGameControllerStatics *iface, IVectorView_RawGameController **value )
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{
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static const GUID *view_iid = &IID_IVectorView_RawGameController;
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static const GUID *iid = &IID_IVector_RawGameController;
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IVector_RawGameController *controllers;
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HRESULT hr;
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TRACE( "iface %p, value %p.\n", iface, value );
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if (SUCCEEDED(hr = vector_create( iid, view_iid, (void **)&controllers )))
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{
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hr = IVector_RawGameController_GetView( controllers, value );
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IVector_RawGameController_Release( controllers );
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}
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return hr;
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}
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static HRESULT WINAPI statics_FromGameController( IRawGameControllerStatics *iface, IGameController *game_controller,
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IRawGameController **value )
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{
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FIXME( "iface %p, game_controller %p, value %p stub!\n", iface, game_controller, value );
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return E_NOTIMPL;
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}
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static const struct IRawGameControllerStaticsVtbl statics_vtbl =
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{
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statics_QueryInterface,
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statics_AddRef,
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statics_Release,
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/* IInspectable methods */
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statics_GetIids,
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statics_GetRuntimeClassName,
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statics_GetTrustLevel,
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/* IRawGameControllerStatics methods */
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statics_add_RawGameControllerAdded,
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statics_remove_RawGameControllerAdded,
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statics_add_RawGameControllerRemoved,
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statics_remove_RawGameControllerRemoved,
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statics_get_RawGameControllers,
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statics_FromGameController,
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};
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DEFINE_IINSPECTABLE( controller_factory, ICustomGameControllerFactory, struct controller_statics, IActivationFactory_iface )
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static HRESULT WINAPI controller_factory_CreateGameController( ICustomGameControllerFactory *iface, IGameControllerProvider *provider,
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IInspectable **value )
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{
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FIXME( "iface %p, provider %p, value %p stub!\n", iface, provider, value );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI controller_factory_OnGameControllerAdded( ICustomGameControllerFactory *iface, IGameController *value )
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{
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FIXME( "iface %p, value %p stub!\n", iface, value );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI controller_factory_OnGameControllerRemoved( ICustomGameControllerFactory *iface, IGameController *value )
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{
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FIXME( "iface %p, value %p stub!\n", iface, value );
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return E_NOTIMPL;
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}
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static const struct ICustomGameControllerFactoryVtbl controller_factory_vtbl =
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{
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controller_factory_QueryInterface,
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controller_factory_AddRef,
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controller_factory_Release,
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/* IInspectable methods */
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controller_factory_GetIids,
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controller_factory_GetRuntimeClassName,
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controller_factory_GetTrustLevel,
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/* ICustomGameControllerFactory methods */
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controller_factory_CreateGameController,
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controller_factory_OnGameControllerAdded,
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controller_factory_OnGameControllerRemoved,
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};
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static struct controller_statics controller_statics =
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{
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{&factory_vtbl},
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{&statics_vtbl},
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{&controller_factory_vtbl},
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1,
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};
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ICustomGameControllerFactory *controller_factory = &controller_statics.ICustomGameControllerFactory_iface;
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