273 lines
8.4 KiB
C
273 lines
8.4 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 <stdarg.h>
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#define COBJMACROS
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#include "windef.h"
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#include "winbase.h"
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#include "winstring.h"
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#include "wine/debug.h"
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#include "objbase.h"
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#include "initguid.h"
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#include "activation.h"
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#define WIDL_using_Windows_Foundation
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#define WIDL_using_Windows_Foundation_Collections
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#include "windows.foundation.h"
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#define WIDL_using_Windows_Gaming_Input
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#include "windows.gaming.input.h"
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WINE_DEFAULT_DEBUG_CHANNEL(input);
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static const char *debugstr_hstring(HSTRING hstr)
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{
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const WCHAR *str;
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UINT32 len;
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if (hstr && !((ULONG_PTR)hstr >> 16)) return "(invalid)";
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str = WindowsGetStringRawBuffer(hstr, &len);
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return wine_dbgstr_wn(str, len);
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}
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struct windows_gaming_input
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{
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IActivationFactory IActivationFactory_iface;
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IGamepadStatics IGamepadStatics_iface;
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LONG ref;
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};
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static inline struct windows_gaming_input *impl_from_IActivationFactory(IActivationFactory *iface)
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{
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return CONTAINING_RECORD(iface, struct windows_gaming_input, IActivationFactory_iface);
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}
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static inline struct windows_gaming_input *impl_from_IGamepadStatics(IGamepadStatics *iface)
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{
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return CONTAINING_RECORD(iface, struct windows_gaming_input, IGamepadStatics_iface);
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}
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static HRESULT STDMETHODCALLTYPE windows_gaming_input_QueryInterface(
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IActivationFactory *iface, REFIID iid, void **out)
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{
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struct windows_gaming_input *impl = impl_from_IActivationFactory(iface);
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TRACE("iface %p, iid %s, out %p stub!\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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IUnknown_AddRef(iface);
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*out = iface;
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return S_OK;
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}
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if (IsEqualGUID(iid, &IID_IGamepadStatics))
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{
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IUnknown_AddRef(iface);
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*out = &impl->IGamepadStatics_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 STDMETHODCALLTYPE windows_gaming_input_AddRef(
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IActivationFactory *iface)
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{
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struct windows_gaming_input *impl = impl_from_IActivationFactory(iface);
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ULONG ref = InterlockedIncrement(&impl->ref);
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TRACE("iface %p, ref %u.\n", iface, ref);
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return ref;
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}
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static ULONG STDMETHODCALLTYPE windows_gaming_input_Release(
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IActivationFactory *iface)
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{
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struct windows_gaming_input *impl = impl_from_IActivationFactory(iface);
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ULONG ref = InterlockedDecrement(&impl->ref);
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TRACE("iface %p, ref %u.\n", iface, ref);
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return ref;
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}
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static HRESULT STDMETHODCALLTYPE windows_gaming_input_GetIids(
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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 STDMETHODCALLTYPE windows_gaming_input_GetRuntimeClassName(
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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 STDMETHODCALLTYPE windows_gaming_input_GetTrustLevel(
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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 STDMETHODCALLTYPE windows_gaming_input_ActivateInstance(
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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 activation_factory_vtbl =
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{
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windows_gaming_input_QueryInterface,
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windows_gaming_input_AddRef,
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windows_gaming_input_Release,
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/* IInspectable methods */
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windows_gaming_input_GetIids,
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windows_gaming_input_GetRuntimeClassName,
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windows_gaming_input_GetTrustLevel,
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/* IActivationFactory methods */
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windows_gaming_input_ActivateInstance,
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};
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static HRESULT STDMETHODCALLTYPE gamepad_statics_QueryInterface(
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IGamepadStatics *iface, REFIID iid, void **out)
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{
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struct windows_gaming_input *impl = impl_from_IGamepadStatics(iface);
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return windows_gaming_input_QueryInterface(&impl->IActivationFactory_iface, iid, out);
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}
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static ULONG STDMETHODCALLTYPE gamepad_statics_AddRef(
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IGamepadStatics *iface)
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{
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struct windows_gaming_input *impl = impl_from_IGamepadStatics(iface);
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return windows_gaming_input_AddRef(&impl->IActivationFactory_iface);
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}
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static ULONG STDMETHODCALLTYPE gamepad_statics_Release(
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IGamepadStatics *iface)
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{
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struct windows_gaming_input *impl = impl_from_IGamepadStatics(iface);
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return windows_gaming_input_Release(&impl->IActivationFactory_iface);
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}
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static HRESULT STDMETHODCALLTYPE gamepad_statics_GetIids(
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IGamepadStatics *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 STDMETHODCALLTYPE gamepad_statics_GetRuntimeClassName(
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IGamepadStatics *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 STDMETHODCALLTYPE gamepad_statics_GetTrustLevel(
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IGamepadStatics *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 STDMETHODCALLTYPE gamepad_statics_add_GamepadAdded(
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IGamepadStatics *iface, IEventHandler_Gamepad *value, 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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return E_NOTIMPL;
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}
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static HRESULT STDMETHODCALLTYPE gamepad_statics_remove_GamepadAdded(
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IGamepadStatics *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 E_NOTIMPL;
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}
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static HRESULT STDMETHODCALLTYPE gamepad_statics_add_GamepadRemoved(
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IGamepadStatics *iface, IEventHandler_Gamepad *value, 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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return E_NOTIMPL;
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}
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static HRESULT STDMETHODCALLTYPE gamepad_statics_remove_GamepadRemoved(
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IGamepadStatics *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 E_NOTIMPL;
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}
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static HRESULT STDMETHODCALLTYPE gamepad_statics_get_Gamepads(
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IGamepadStatics *iface, IVectorView_Gamepad **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 IGamepadStaticsVtbl gamepad_statics_vtbl =
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{
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gamepad_statics_QueryInterface,
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gamepad_statics_AddRef,
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gamepad_statics_Release,
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/* IInspectable methods */
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gamepad_statics_GetIids,
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gamepad_statics_GetRuntimeClassName,
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gamepad_statics_GetTrustLevel,
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/* IGamepadStatics methods */
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gamepad_statics_add_GamepadAdded,
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gamepad_statics_remove_GamepadAdded,
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gamepad_statics_add_GamepadRemoved,
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gamepad_statics_remove_GamepadRemoved,
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gamepad_statics_get_Gamepads,
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};
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static struct windows_gaming_input windows_gaming_input =
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{
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{&activation_factory_vtbl},
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{&gamepad_statics_vtbl},
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1
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};
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HRESULT WINAPI DllCanUnloadNow(void)
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{
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return S_FALSE;
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}
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HRESULT WINAPI DllGetClassObject(REFCLSID clsid, REFIID riid, void **out)
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{
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FIXME("clsid %s, riid %s, out %p stub!\n", debugstr_guid(clsid), debugstr_guid(riid), out);
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return CLASS_E_CLASSNOTAVAILABLE;
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}
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HRESULT WINAPI DllGetActivationFactory(HSTRING classid, IActivationFactory **factory)
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{
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TRACE("classid %s, factory %p.\n", debugstr_hstring(classid), factory);
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*factory = &windows_gaming_input.IActivationFactory_iface;
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IUnknown_AddRef(*factory);
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return S_OK;
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}
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