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

256 lines
8.8 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 controller_statics
{
IActivationFactory IActivationFactory_iface;
IRawGameControllerStatics IRawGameControllerStatics_iface;
ICustomGameControllerFactory ICustomGameControllerFactory_iface;
LONG ref;
};
static inline struct controller_statics *impl_from_IActivationFactory( IActivationFactory *iface )
{
return CONTAINING_RECORD( iface, struct controller_statics, IActivationFactory_iface );
}
static HRESULT WINAPI factory_QueryInterface( IActivationFactory *iface, REFIID iid, void **out )
{
struct controller_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_IRawGameControllerStatics ))
{
IInspectable_AddRef( (*out = &impl->IRawGameControllerStatics_iface) );
return S_OK;
}
if (IsEqualGUID( iid, &IID_ICustomGameControllerFactory ))
{
IInspectable_AddRef( (*out = &impl->ICustomGameControllerFactory_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 controller_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 controller_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, IRawGameControllerStatics, struct controller_statics, IActivationFactory_iface )
static HRESULT WINAPI statics_add_RawGameControllerAdded( IRawGameControllerStatics *iface, IEventHandler_RawGameController *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_RawGameControllerAdded( IRawGameControllerStatics *iface, EventRegistrationToken token )
{
FIXME( "iface %p, token %#I64x stub!\n", iface, token.value );
return S_OK;
}
static HRESULT WINAPI statics_add_RawGameControllerRemoved( IRawGameControllerStatics *iface, IEventHandler_RawGameController *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_RawGameControllerRemoved( IRawGameControllerStatics *iface, EventRegistrationToken token )
{
FIXME( "iface %p, token %#I64x stub!\n", iface, token.value );
return S_OK;
}
static HRESULT WINAPI statics_get_RawGameControllers( IRawGameControllerStatics *iface, IVectorView_RawGameController **value )
{
static const GUID *view_iid = &IID_IVectorView_RawGameController;
static const GUID *iid = &IID_IVector_RawGameController;
IVector_RawGameController *controllers;
HRESULT hr;
TRACE( "iface %p, value %p.\n", iface, value );
if (SUCCEEDED(hr = vector_create( iid, view_iid, (void **)&controllers )))
{
hr = IVector_RawGameController_GetView( controllers, value );
IVector_RawGameController_Release( controllers );
}
return hr;
}
static HRESULT WINAPI statics_FromGameController( IRawGameControllerStatics *iface, IGameController *game_controller,
IRawGameController **value )
{
struct controller_statics *impl = impl_from_IRawGameControllerStatics( iface );
IGameController *controller;
HRESULT hr;
TRACE( "iface %p, game_controller %p, value %p.\n", iface, game_controller, value );
hr = IGameControllerFactoryManagerStatics2_TryGetFactoryControllerFromGameController( manager_factory, &impl->ICustomGameControllerFactory_iface,
game_controller, &controller );
if (FAILED(hr)) return hr;
hr = IGameController_QueryInterface( controller, &IID_IRawGameController, (void **)value );
IGameController_Release( controller );
return hr;
}
static const struct IRawGameControllerStaticsVtbl statics_vtbl =
{
statics_QueryInterface,
statics_AddRef,
statics_Release,
/* IInspectable methods */
statics_GetIids,
statics_GetRuntimeClassName,
statics_GetTrustLevel,
/* IRawGameControllerStatics methods */
statics_add_RawGameControllerAdded,
statics_remove_RawGameControllerAdded,
statics_add_RawGameControllerRemoved,
statics_remove_RawGameControllerRemoved,
statics_get_RawGameControllers,
statics_FromGameController,
};
DEFINE_IINSPECTABLE( controller_factory, ICustomGameControllerFactory, struct controller_statics, IActivationFactory_iface )
static HRESULT WINAPI controller_factory_CreateGameController( ICustomGameControllerFactory *iface, IGameControllerProvider *provider,
IInspectable **value )
{
FIXME( "iface %p, provider %p, value %p stub!\n", iface, provider, value );
return E_NOTIMPL;
}
static HRESULT WINAPI controller_factory_OnGameControllerAdded( ICustomGameControllerFactory *iface, IGameController *value )
{
FIXME( "iface %p, value %p stub!\n", iface, value );
return E_NOTIMPL;
}
static HRESULT WINAPI controller_factory_OnGameControllerRemoved( ICustomGameControllerFactory *iface, IGameController *value )
{
FIXME( "iface %p, value %p stub!\n", iface, value );
return E_NOTIMPL;
}
static const struct ICustomGameControllerFactoryVtbl controller_factory_vtbl =
{
controller_factory_QueryInterface,
controller_factory_AddRef,
controller_factory_Release,
/* IInspectable methods */
controller_factory_GetIids,
controller_factory_GetRuntimeClassName,
controller_factory_GetTrustLevel,
/* ICustomGameControllerFactory methods */
controller_factory_CreateGameController,
controller_factory_OnGameControllerAdded,
controller_factory_OnGameControllerRemoved,
};
static struct controller_statics controller_statics =
{
{&factory_vtbl},
{&statics_vtbl},
{&controller_factory_vtbl},
1,
};
ICustomGameControllerFactory *controller_factory = &controller_statics.ICustomGameControllerFactory_iface;