192 lines
5.9 KiB
C
192 lines
5.9 KiB
C
/* WinRT Windows.Gaming.Input implementation
|
|
*
|
|
* Copyright 2021 Rémi 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 gamepad_statics
|
|
{
|
|
IActivationFactory IActivationFactory_iface;
|
|
IGamepadStatics IGamepadStatics_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;
|
|
}
|
|
|
|
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 *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_GamepadAdded( IGamepadStatics *iface, EventRegistrationToken token )
|
|
{
|
|
FIXME( "iface %p, token %#I64x stub!\n", iface, token.value );
|
|
return S_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI statics_add_GamepadRemoved( IGamepadStatics *iface, IEventHandler_Gamepad *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_GamepadRemoved( IGamepadStatics *iface, EventRegistrationToken token )
|
|
{
|
|
FIXME( "iface %p, token %#I64x stub!\n", iface, token.value );
|
|
return S_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI statics_get_Gamepads( IGamepadStatics *iface, IVectorView_Gamepad **value )
|
|
{
|
|
static const GUID *view_iid = &IID_IVectorView_Gamepad;
|
|
static const GUID *iid = &IID_IVector_Gamepad;
|
|
IVector_Gamepad *gamepads;
|
|
HRESULT hr;
|
|
|
|
TRACE( "iface %p, value %p.\n", iface, value );
|
|
|
|
if (SUCCEEDED(hr = vector_create( iid, view_iid, (void **)&gamepads )))
|
|
{
|
|
hr = IVector_Gamepad_GetView( gamepads, value );
|
|
IVector_Gamepad_Release( gamepads );
|
|
}
|
|
|
|
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,
|
|
};
|
|
|
|
static struct gamepad_statics gamepad_statics =
|
|
{
|
|
{&factory_vtbl},
|
|
{&statics_vtbl},
|
|
1,
|
|
};
|
|
|
|
IActivationFactory *gamepad_factory = &gamepad_statics.IActivationFactory_iface;
|