Sweden-Number/dlls/windows.gaming.input/manager.c

540 lines
18 KiB
C

/* WinRT Windows.Gaming.Input implementation
*
* Copyright 2022 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 "provider.h"
#include "wine/debug.h"
#include "wine/list.h"
WINE_DEFAULT_DEBUG_CHANNEL(input);
static CRITICAL_SECTION manager_cs;
static CRITICAL_SECTION_DEBUG manager_cs_debug =
{
0, 0, &manager_cs,
{ &manager_cs_debug.ProcessLocksList, &manager_cs_debug.ProcessLocksList },
0, 0, { (DWORD_PTR)(__FILE__ ": manager_cs") }
};
static CRITICAL_SECTION manager_cs = { &manager_cs_debug, -1, 0, 0, 0, 0 };
static struct list controller_list = LIST_INIT( controller_list );
struct controller
{
IGameController IGameController_iface;
IGameControllerBatteryInfo IGameControllerBatteryInfo_iface;
IInspectable *IInspectable_inner;
LONG ref;
struct list entry;
IGameControllerProvider *provider;
ICustomGameControllerFactory *factory;
};
static inline struct controller *impl_from_IGameController( IGameController *iface )
{
return CONTAINING_RECORD( iface, struct controller, IGameController_iface );
}
static HRESULT WINAPI controller_QueryInterface( IGameController *iface, REFIID iid, void **out )
{
struct controller *impl = impl_from_IGameController( 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_IGameController ))
{
IInspectable_AddRef( (*out = &impl->IGameController_iface) );
return S_OK;
}
if (IsEqualGUID( iid, &IID_IGameControllerBatteryInfo ))
{
IInspectable_AddRef( (*out = &impl->IGameControllerBatteryInfo_iface) );
return S_OK;
}
return IInspectable_QueryInterface( impl->IInspectable_inner, iid, out );
}
static ULONG WINAPI controller_AddRef( IGameController *iface )
{
struct controller *impl = impl_from_IGameController( iface );
ULONG ref = InterlockedIncrement( &impl->ref );
TRACE( "iface %p increasing refcount to %lu.\n", iface, ref );
return ref;
}
static ULONG WINAPI controller_Release( IGameController *iface )
{
struct controller *impl = impl_from_IGameController( iface );
ULONG ref = InterlockedDecrement( &impl->ref );
TRACE( "iface %p decreasing refcount to %lu.\n", iface, ref );
if (!ref)
{
/* guard against re-entry if inner releases an outer iface */
InterlockedIncrement( &impl->ref );
IInspectable_Release( impl->IInspectable_inner );
ICustomGameControllerFactory_Release( impl->factory );
IGameControllerProvider_Release( impl->provider );
free( impl );
}
return ref;
}
static HRESULT WINAPI controller_GetIids( IGameController *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( IGameController *iface, HSTRING *class_name )
{
struct controller *impl = impl_from_IGameController( iface );
return IInspectable_GetRuntimeClassName( impl->IInspectable_inner, class_name );
}
static HRESULT WINAPI controller_GetTrustLevel( IGameController *iface, TrustLevel *trust_level )
{
struct controller *impl = impl_from_IGameController( iface );
return IInspectable_GetTrustLevel( impl->IInspectable_inner, trust_level );
}
static HRESULT WINAPI controller_add_HeadsetConnected( IGameController *iface, ITypedEventHandler_IGameController_Headset *handler,
EventRegistrationToken *token )
{
FIXME( "iface %p, handler %p, token %p stub!\n", iface, handler, token );
return E_NOTIMPL;
}
static HRESULT WINAPI controller_remove_HeadsetConnected( IGameController *iface, EventRegistrationToken token )
{
FIXME( "iface %p, token %I64x stub!\n", iface, token.value );
return E_NOTIMPL;
}
static HRESULT WINAPI controller_add_HeadsetDisconnected( IGameController *iface, ITypedEventHandler_IGameController_Headset *handler,
EventRegistrationToken *token )
{
FIXME( "iface %p, handler %p, token %p stub!\n", iface, handler, token );
return E_NOTIMPL;
}
static HRESULT WINAPI controller_remove_HeadsetDisconnected( IGameController *iface, EventRegistrationToken token )
{
FIXME( "iface %p, token %I64x stub!\n", iface, token.value );
return E_NOTIMPL;
}
static HRESULT WINAPI controller_add_UserChanged( IGameController *iface,
ITypedEventHandler_IGameController_UserChangedEventArgs *handler,
EventRegistrationToken *token )
{
FIXME( "iface %p, handler %p, token %p stub!\n", iface, handler, token );
return E_NOTIMPL;
}
static HRESULT WINAPI controller_remove_UserChanged( IGameController *iface, EventRegistrationToken token )
{
FIXME( "iface %p, token %I64x stub!\n", iface, token.value );
return E_NOTIMPL;
}
static HRESULT WINAPI controller_get_Headset( IGameController *iface, IHeadset **value )
{
FIXME( "iface %p, value %p stub!\n", iface, value );
return E_NOTIMPL;
}
static HRESULT WINAPI controller_get_IsWireless( IGameController *iface, boolean *value )
{
FIXME( "iface %p, value %p stub!\n", iface, value );
return E_NOTIMPL;
}
static HRESULT WINAPI controller_get_User( IGameController *iface, __x_ABI_CWindows_CSystem_CIUser **value )
{
FIXME( "iface %p, value %p stub!\n", iface, value );
return E_NOTIMPL;
}
static const struct IGameControllerVtbl controller_vtbl =
{
controller_QueryInterface,
controller_AddRef,
controller_Release,
/* IInspectable methods */
controller_GetIids,
controller_GetRuntimeClassName,
controller_GetTrustLevel,
/* IGameController methods */
controller_add_HeadsetConnected,
controller_remove_HeadsetConnected,
controller_add_HeadsetDisconnected,
controller_remove_HeadsetDisconnected,
controller_add_UserChanged,
controller_remove_UserChanged,
controller_get_Headset,
controller_get_IsWireless,
controller_get_User,
};
DEFINE_IINSPECTABLE( battery, IGameControllerBatteryInfo, struct controller, IGameController_iface )
static HRESULT WINAPI battery_TryGetBatteryReport( IGameControllerBatteryInfo *iface, IBatteryReport **value )
{
FIXME( "iface %p, value %p stub!\n", iface, value );
return E_NOTIMPL;
}
static const struct IGameControllerBatteryInfoVtbl battery_vtbl =
{
battery_QueryInterface,
battery_AddRef,
battery_Release,
/* IInspectable methods */
battery_GetIids,
battery_GetRuntimeClassName,
battery_GetTrustLevel,
/* IGameControllerBatteryInfo methods */
battery_TryGetBatteryReport,
};
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 )
{
struct controller *entry, *other;
BOOL found = FALSE;
TRACE( "iface %p, factory %p, controller %p, value %p.\n", iface, factory, controller, value );
EnterCriticalSection( &manager_cs );
LIST_FOR_EACH_ENTRY( entry, &controller_list, struct controller, entry )
if ((found = &entry->IGameController_iface == controller)) break;
if (!found) WARN( "Failed to find controller %p\n", controller );
else
{
LIST_FOR_EACH_ENTRY( other, &controller_list, struct controller, entry )
if ((found = entry->provider == other->provider && other->factory == factory)) break;
if (!found) WARN( "Failed to find controller %p, factory %p\n", controller, factory );
else IGameController_AddRef( (*value = &other->IGameController_iface) );
}
LeaveCriticalSection( &manager_cs );
if (!found) return E_FAIL;
return S_OK;
}
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,
};
IGameControllerFactoryManagerStatics2 *manager_factory = &manager_statics.IGameControllerFactoryManagerStatics2_iface;
static HRESULT controller_create( ICustomGameControllerFactory *factory, IGameControllerProvider *provider,
struct controller **out )
{
IGameControllerImpl *inner_impl;
struct controller *impl;
HRESULT hr;
if (!(impl = malloc(sizeof(*impl)))) return E_OUTOFMEMORY;
impl->IGameController_iface.lpVtbl = &controller_vtbl;
impl->IGameControllerBatteryInfo_iface.lpVtbl = &battery_vtbl;
impl->ref = 1;
if (FAILED(hr = ICustomGameControllerFactory_CreateGameController( factory, provider, &impl->IInspectable_inner )))
WARN( "Failed to create game controller, hr %#lx\n", hr );
else if (FAILED(hr = IInspectable_QueryInterface( impl->IInspectable_inner, &IID_IGameControllerImpl, (void **)&inner_impl )))
WARN( "Failed to find IGameControllerImpl iface, hr %#lx\n", hr );
else
{
if (FAILED(hr = IGameControllerImpl_Initialize( inner_impl, &impl->IGameController_iface, provider )))
WARN( "Failed to initialize game controller, hr %#lx\n", hr );
IGameControllerImpl_Release( inner_impl );
}
if (FAILED(hr))
{
if (impl->IInspectable_inner) IInspectable_Release( impl->IInspectable_inner );
free( impl );
return hr;
}
ICustomGameControllerFactory_AddRef( (impl->factory = factory) );
IGameControllerProvider_AddRef( (impl->provider = provider) );
*out = impl;
return S_OK;
}
void manager_on_provider_created( IGameControllerProvider *provider )
{
IWineGameControllerProvider *wine_provider;
struct list *entry, *next, *list;
struct controller *controller;
WineGameControllerType type;
HRESULT hr;
TRACE( "provider %p\n", provider );
if (FAILED(IGameControllerProvider_QueryInterface( provider, &IID_IWineGameControllerProvider,
(void **)&wine_provider )))
{
FIXME( "IWineGameControllerProvider isn't implemented by provider %p\n", provider );
return;
}
if (FAILED(hr = IWineGameControllerProvider_get_Type( wine_provider, &type )))
{
WARN( "Failed to get controller type, hr %#lx\n", hr );
type = WineGameControllerType_Joystick;
}
IWineGameControllerProvider_Release( wine_provider );
EnterCriticalSection( &manager_cs );
if (list_empty( &controller_list )) list = &controller_list;
else list = list_tail( &controller_list );
if (SUCCEEDED(controller_create( controller_factory, provider, &controller )))
list_add_tail( &controller_list, &controller->entry );
switch (type)
{
case WineGameControllerType_Joystick: break;
case WineGameControllerType_Gamepad:
if (SUCCEEDED(controller_create( gamepad_factory, provider, &controller )))
list_add_tail( &controller_list, &controller->entry );
break;
}
LIST_FOR_EACH_SAFE( entry, next, list )
{
controller = LIST_ENTRY( entry, struct controller, entry );
hr = ICustomGameControllerFactory_OnGameControllerAdded( controller->factory,
&controller->IGameController_iface );
if (FAILED(hr))
{
list_remove( &controller->entry );
IGameController_Release( &controller->IGameController_iface );
}
if (next == &controller_list) break;
}
LeaveCriticalSection( &manager_cs );
}
void manager_on_provider_removed( IGameControllerProvider *provider )
{
struct controller *controller, *next;
TRACE( "provider %p\n", provider );
EnterCriticalSection( &manager_cs );
LIST_FOR_EACH_ENTRY( controller, &controller_list, struct controller, entry )
{
if (controller->provider != provider) continue;
ICustomGameControllerFactory_OnGameControllerRemoved( controller->factory,
&controller->IGameController_iface );
}
LIST_FOR_EACH_ENTRY_SAFE( controller, next, &controller_list, struct controller, entry )
{
if (controller->provider != provider) continue;
list_remove( &controller->entry );
IGameController_Release( &controller->IGameController_iface );
}
LeaveCriticalSection( &manager_cs );
}