539 lines
19 KiB
C
539 lines
19 KiB
C
/* WinRT Windows.Gaming.Input implementation
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*
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* Copyright 2022 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 "provider.h"
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#include "wine/debug.h"
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WINE_DEFAULT_DEBUG_CHANNEL(input);
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static CRITICAL_SECTION manager_cs;
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static CRITICAL_SECTION_DEBUG manager_cs_debug =
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{
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0, 0, &manager_cs,
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{ &manager_cs_debug.ProcessLocksList, &manager_cs_debug.ProcessLocksList },
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0, 0, { (DWORD_PTR)(__FILE__ ": manager_cs") }
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};
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static CRITICAL_SECTION manager_cs = { &manager_cs_debug, -1, 0, 0, 0, 0 };
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static struct list controller_list = LIST_INIT( controller_list );
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struct controller
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{
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IGameController IGameController_iface;
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IGameControllerBatteryInfo IGameControllerBatteryInfo_iface;
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IInspectable *IInspectable_inner;
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LONG ref;
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struct list entry;
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IGameControllerProvider *provider;
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ICustomGameControllerFactory *factory;
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};
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static inline struct controller *impl_from_IGameController( IGameController *iface )
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{
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return CONTAINING_RECORD( iface, struct controller, IGameController_iface );
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}
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static HRESULT WINAPI controller_QueryInterface( IGameController *iface, REFIID iid, void **out )
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{
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struct controller *impl = impl_from_IGameController( 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_IGameController ))
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{
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IInspectable_AddRef( (*out = &impl->IGameController_iface) );
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return S_OK;
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}
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if (IsEqualGUID( iid, &IID_IGameControllerBatteryInfo ))
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{
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IInspectable_AddRef( (*out = &impl->IGameControllerBatteryInfo_iface) );
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return S_OK;
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}
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return IInspectable_QueryInterface( impl->IInspectable_inner, iid, out );
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}
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static ULONG WINAPI controller_AddRef( IGameController *iface )
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{
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struct controller *impl = impl_from_IGameController( 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 controller_Release( IGameController *iface )
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{
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struct controller *impl = impl_from_IGameController( 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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if (!ref)
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{
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/* guard against re-entry if inner releases an outer iface */
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InterlockedIncrement( &impl->ref );
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IInspectable_Release( impl->IInspectable_inner );
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ICustomGameControllerFactory_Release( impl->factory );
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IGameControllerProvider_Release( impl->provider );
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free( impl );
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}
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return ref;
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}
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static HRESULT WINAPI controller_GetIids( IGameController *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 controller_GetRuntimeClassName( IGameController *iface, HSTRING *class_name )
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{
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struct controller *impl = impl_from_IGameController( iface );
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return IInspectable_GetRuntimeClassName( impl->IInspectable_inner, class_name );
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}
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static HRESULT WINAPI controller_GetTrustLevel( IGameController *iface, TrustLevel *trust_level )
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{
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struct controller *impl = impl_from_IGameController( iface );
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return IInspectable_GetTrustLevel( impl->IInspectable_inner, trust_level );
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}
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static HRESULT WINAPI controller_add_HeadsetConnected( IGameController *iface, ITypedEventHandler_IGameController_Headset *handler,
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EventRegistrationToken *token )
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{
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FIXME( "iface %p, handler %p, token %p stub!\n", iface, handler, token );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI controller_remove_HeadsetConnected( IGameController *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 WINAPI controller_add_HeadsetDisconnected( IGameController *iface, ITypedEventHandler_IGameController_Headset *handler,
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EventRegistrationToken *token )
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{
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FIXME( "iface %p, handler %p, token %p stub!\n", iface, handler, token );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI controller_remove_HeadsetDisconnected( IGameController *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 WINAPI controller_add_UserChanged( IGameController *iface,
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ITypedEventHandler_IGameController_UserChangedEventArgs *handler,
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EventRegistrationToken *token )
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{
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FIXME( "iface %p, handler %p, token %p stub!\n", iface, handler, token );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI controller_remove_UserChanged( IGameController *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 WINAPI controller_get_Headset( IGameController *iface, IHeadset **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_get_IsWireless( IGameController *iface, boolean *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_get_User( IGameController *iface, __x_ABI_CWindows_CSystem_CIUser **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 IGameControllerVtbl controller_vtbl =
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{
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controller_QueryInterface,
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controller_AddRef,
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controller_Release,
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/* IInspectable methods */
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controller_GetIids,
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controller_GetRuntimeClassName,
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controller_GetTrustLevel,
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/* IGameController methods */
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controller_add_HeadsetConnected,
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controller_remove_HeadsetConnected,
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controller_add_HeadsetDisconnected,
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controller_remove_HeadsetDisconnected,
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controller_add_UserChanged,
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controller_remove_UserChanged,
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controller_get_Headset,
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controller_get_IsWireless,
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controller_get_User,
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};
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DEFINE_IINSPECTABLE( battery, IGameControllerBatteryInfo, struct controller, IGameController_iface )
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static HRESULT WINAPI battery_TryGetBatteryReport( IGameControllerBatteryInfo *iface, IBatteryReport **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 IGameControllerBatteryInfoVtbl battery_vtbl =
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{
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battery_QueryInterface,
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battery_AddRef,
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battery_Release,
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/* IInspectable methods */
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battery_GetIids,
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battery_GetRuntimeClassName,
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battery_GetTrustLevel,
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/* IGameControllerBatteryInfo methods */
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battery_TryGetBatteryReport,
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};
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struct manager_statics
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{
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IActivationFactory IActivationFactory_iface;
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IGameControllerFactoryManagerStatics IGameControllerFactoryManagerStatics_iface;
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IGameControllerFactoryManagerStatics2 IGameControllerFactoryManagerStatics2_iface;
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LONG ref;
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};
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static inline struct manager_statics *impl_from_IActivationFactory( IActivationFactory *iface )
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{
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return CONTAINING_RECORD( iface, struct manager_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 manager_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_IGameControllerFactoryManagerStatics ))
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{
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IInspectable_AddRef( (*out = &impl->IGameControllerFactoryManagerStatics_iface) );
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return S_OK;
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}
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if (IsEqualGUID( iid, &IID_IGameControllerFactoryManagerStatics2 ))
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{
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IInspectable_AddRef( (*out = &impl->IGameControllerFactoryManagerStatics2_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 manager_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 manager_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, IGameControllerFactoryManagerStatics, struct manager_statics, IActivationFactory_iface )
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static HRESULT WINAPI
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statics_RegisterCustomFactoryForGipInterface( IGameControllerFactoryManagerStatics *iface,
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ICustomGameControllerFactory *factory,
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GUID interface_id )
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{
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FIXME( "iface %p, factory %p, interface_id %s stub!\n", iface, factory, debugstr_guid(&interface_id) );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI
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statics_RegisterCustomFactoryForHardwareId( IGameControllerFactoryManagerStatics *iface,
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ICustomGameControllerFactory *factory,
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UINT16 vendor_id, UINT16 product_id )
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{
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FIXME( "iface %p, factory %p, vendor_id %u, product_id %u stub!\n", iface, factory, vendor_id, product_id );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI
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statics_RegisterCustomFactoryForXusbType( IGameControllerFactoryManagerStatics *iface,
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ICustomGameControllerFactory *factory,
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XusbDeviceType type, XusbDeviceSubtype subtype )
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{
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FIXME( "iface %p, factory %p, type %d, subtype %d stub!\n", iface, factory, type, subtype );
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return E_NOTIMPL;
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}
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static const struct IGameControllerFactoryManagerStaticsVtbl 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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/* IGameControllerFactoryManagerStatics methods */
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statics_RegisterCustomFactoryForGipInterface,
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statics_RegisterCustomFactoryForHardwareId,
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statics_RegisterCustomFactoryForXusbType,
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};
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DEFINE_IINSPECTABLE( statics2, IGameControllerFactoryManagerStatics2, struct manager_statics, IActivationFactory_iface )
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static HRESULT WINAPI
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statics2_TryGetFactoryControllerFromGameController( IGameControllerFactoryManagerStatics2 *iface,
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ICustomGameControllerFactory *factory,
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IGameController *controller, IGameController **value )
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{
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struct controller *entry, *other;
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BOOL found = FALSE;
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TRACE( "iface %p, factory %p, controller %p, value %p.\n", iface, factory, controller, value );
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EnterCriticalSection( &manager_cs );
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LIST_FOR_EACH_ENTRY( entry, &controller_list, struct controller, entry )
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if ((found = &entry->IGameController_iface == controller)) break;
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if (!found) WARN( "Failed to find controller %p\n", controller );
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else
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{
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LIST_FOR_EACH_ENTRY( other, &controller_list, struct controller, entry )
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if ((found = entry->provider == other->provider && other->factory == factory)) break;
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if (!found) WARN( "Failed to find controller %p, factory %p\n", controller, factory );
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else IGameController_AddRef( (*value = &other->IGameController_iface) );
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}
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LeaveCriticalSection( &manager_cs );
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if (!found) *value = NULL;
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return S_OK;
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}
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static const struct IGameControllerFactoryManagerStatics2Vtbl statics2_vtbl =
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{
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statics2_QueryInterface,
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statics2_AddRef,
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statics2_Release,
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/* IInspectable methods */
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statics2_GetIids,
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statics2_GetRuntimeClassName,
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statics2_GetTrustLevel,
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/* IGameControllerFactoryManagerStatics2 methods */
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statics2_TryGetFactoryControllerFromGameController,
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};
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static struct manager_statics manager_statics =
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{
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{&factory_vtbl},
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{&statics_vtbl},
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{&statics2_vtbl},
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1,
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};
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IGameControllerFactoryManagerStatics2 *manager_factory = &manager_statics.IGameControllerFactoryManagerStatics2_iface;
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static HRESULT controller_create( ICustomGameControllerFactory *factory, IGameControllerProvider *provider,
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struct controller **out )
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{
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IGameControllerImpl *inner_impl;
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struct controller *impl;
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HRESULT hr;
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if (!(impl = malloc(sizeof(*impl)))) return E_OUTOFMEMORY;
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impl->IGameController_iface.lpVtbl = &controller_vtbl;
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impl->IGameControllerBatteryInfo_iface.lpVtbl = &battery_vtbl;
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impl->ref = 1;
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if (FAILED(hr = ICustomGameControllerFactory_CreateGameController( factory, provider, &impl->IInspectable_inner )))
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WARN( "Failed to create game controller, hr %#lx\n", hr );
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else if (FAILED(hr = IInspectable_QueryInterface( impl->IInspectable_inner, &IID_IGameControllerImpl, (void **)&inner_impl )))
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WARN( "Failed to find IGameControllerImpl iface, hr %#lx\n", hr );
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else
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{
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if (FAILED(hr = IGameControllerImpl_Initialize( inner_impl, &impl->IGameController_iface, provider )))
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WARN( "Failed to initialize game controller, hr %#lx\n", hr );
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IGameControllerImpl_Release( inner_impl );
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}
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if (FAILED(hr))
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{
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if (impl->IInspectable_inner) IInspectable_Release( impl->IInspectable_inner );
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free( impl );
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return hr;
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}
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ICustomGameControllerFactory_AddRef( (impl->factory = factory) );
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IGameControllerProvider_AddRef( (impl->provider = provider) );
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*out = impl;
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return S_OK;
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}
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void manager_on_provider_created( IGameControllerProvider *provider )
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{
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IWineGameControllerProvider *wine_provider;
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struct list *entry, *next, *list;
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struct controller *controller;
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WineGameControllerType type;
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HRESULT hr;
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TRACE( "provider %p\n", provider );
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if (FAILED(IGameControllerProvider_QueryInterface( provider, &IID_IWineGameControllerProvider,
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(void **)&wine_provider )))
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{
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FIXME( "IWineGameControllerProvider isn't implemented by provider %p\n", provider );
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return;
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}
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if (FAILED(hr = IWineGameControllerProvider_get_Type( wine_provider, &type )))
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{
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WARN( "Failed to get controller type, hr %#lx\n", hr );
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type = WineGameControllerType_Joystick;
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}
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IWineGameControllerProvider_Release( wine_provider );
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EnterCriticalSection( &manager_cs );
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if (list_empty( &controller_list )) list = &controller_list;
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else list = list_tail( &controller_list );
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|
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;
|
|
case WineGameControllerType_RacingWheel:
|
|
if (SUCCEEDED(controller_create( racing_wheel_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)) WARN( "OnGameControllerAdded failed, hr %#lx\n", hr );
|
|
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 );
|
|
}
|