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

227 lines
7.8 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"
WINE_DEFAULT_DEBUG_CHANNEL(input);
struct constant_effect
{
IConstantForceEffect IConstantForceEffect_iface;
LONG ref;
};
static inline struct constant_effect *impl_from_IConstantForceEffect( IConstantForceEffect *iface )
{
return CONTAINING_RECORD( iface, struct constant_effect, IConstantForceEffect_iface );
}
static HRESULT WINAPI effect_QueryInterface( IConstantForceEffect *iface, REFIID iid, void **out )
{
struct constant_effect *impl = impl_from_IConstantForceEffect( 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_IConstantForceEffect ))
{
IInspectable_AddRef( (*out = &impl->IConstantForceEffect_iface) );
return S_OK;
}
FIXME( "%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid( iid ) );
*out = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI effect_AddRef( IConstantForceEffect *iface )
{
struct constant_effect *impl = impl_from_IConstantForceEffect( iface );
ULONG ref = InterlockedIncrement( &impl->ref );
TRACE( "iface %p increasing refcount to %lu.\n", iface, ref );
return ref;
}
static ULONG WINAPI effect_Release( IConstantForceEffect *iface )
{
struct constant_effect *impl = impl_from_IConstantForceEffect( iface );
ULONG ref = InterlockedDecrement( &impl->ref );
TRACE( "iface %p decreasing refcount to %lu.\n", iface, ref );
if (!ref) free( impl );
return ref;
}
static HRESULT WINAPI effect_GetIids( IConstantForceEffect *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 effect_GetRuntimeClassName( IConstantForceEffect *iface, HSTRING *class_name )
{
return WindowsCreateString( RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConstantForceEffect,
ARRAY_SIZE(RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConstantForceEffect),
class_name );
}
static HRESULT WINAPI effect_GetTrustLevel( IConstantForceEffect *iface, TrustLevel *trust_level )
{
FIXME( "iface %p, trust_level %p stub!\n", iface, trust_level );
return E_NOTIMPL;
}
static HRESULT WINAPI effect_SetParameters( IConstantForceEffect *iface, Vector3 direction, TimeSpan duration )
{
FIXME( "iface %p, direction %s, duration %I64u stub!\n", iface, debugstr_vector3( &direction ), duration.Duration );
return E_NOTIMPL;
}
static HRESULT WINAPI effect_SetParametersWithEnvelope( IConstantForceEffect *iface, Vector3 direction, FLOAT attack_gain,
FLOAT sustain_gain, FLOAT release_gain, TimeSpan start_delay,
TimeSpan attack_duration, TimeSpan sustain_duration,
TimeSpan release_duration, UINT32 repeat_count )
{
FIXME( "iface %p, direction %s, attack_gain %f, sustain_gain %f, release_gain %f, start_delay %I64u, attack_duration %I64u, "
"sustain_duration %I64u, release_duration %I64u, repeat_count %u stub!\n", iface, debugstr_vector3( &direction ),
attack_gain, sustain_gain, release_gain, start_delay.Duration, attack_duration.Duration, sustain_duration.Duration,
release_duration.Duration, repeat_count );
return E_NOTIMPL;
}
static const struct IConstantForceEffectVtbl effect_vtbl =
{
effect_QueryInterface,
effect_AddRef,
effect_Release,
/* IInspectable methods */
effect_GetIids,
effect_GetRuntimeClassName,
effect_GetTrustLevel,
/* IConstantForceEffect methods */
effect_SetParameters,
effect_SetParametersWithEnvelope,
};
struct constant_factory
{
IActivationFactory IActivationFactory_iface;
LONG ref;
};
static inline struct constant_factory *impl_from_IActivationFactory( IActivationFactory *iface )
{
return CONTAINING_RECORD( iface, struct constant_factory, IActivationFactory_iface );
}
static HRESULT WINAPI activation_QueryInterface( IActivationFactory *iface, REFIID iid, void **out )
{
struct constant_factory *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;
}
FIXME( "%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid( iid ) );
*out = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI activation_AddRef( IActivationFactory *iface )
{
struct constant_factory *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 activation_Release( IActivationFactory *iface )
{
struct constant_factory *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 activation_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 activation_GetRuntimeClassName( IActivationFactory *iface, HSTRING *class_name )
{
FIXME( "iface %p, class_name %p stub!\n", iface, class_name );
return E_NOTIMPL;
}
static HRESULT WINAPI activation_GetTrustLevel( IActivationFactory *iface, TrustLevel *trust_level )
{
FIXME( "iface %p, trust_level %p stub!\n", iface, trust_level );
return E_NOTIMPL;
}
static HRESULT WINAPI activation_ActivateInstance( IActivationFactory *iface, IInspectable **instance )
{
struct constant_effect *impl;
TRACE( "iface %p, instance %p.\n", iface, instance );
if (!(impl = calloc( 1, sizeof(struct constant_effect) ))) return E_OUTOFMEMORY;
impl->IConstantForceEffect_iface.lpVtbl = &effect_vtbl;
impl->ref = 1;
*instance = (IInspectable *)&impl->IConstantForceEffect_iface;
TRACE( "created ConstantForceEffect %p\n", *instance );
return S_OK;
}
static const struct IActivationFactoryVtbl activation_vtbl =
{
activation_QueryInterface,
activation_AddRef,
activation_Release,
/* IInspectable methods */
activation_GetIids,
activation_GetRuntimeClassName,
activation_GetTrustLevel,
/* IActivationFactory methods */
activation_ActivateInstance,
};
static struct constant_factory constant_statics =
{
{&activation_vtbl},
1,
};
IInspectable *constant_effect_factory = (IInspectable *)&constant_statics.IActivationFactory_iface;