472 lines
15 KiB
C
472 lines
15 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 "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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struct gamepad
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{
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IGameControllerImpl IGameControllerImpl_iface;
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IGameControllerInputSink IGameControllerInputSink_iface;
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IGamepad IGamepad_iface;
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IGameController *IGameController_outer;
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LONG ref;
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IGameControllerProvider *provider;
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};
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static inline struct gamepad *impl_from_IGameControllerImpl( IGameControllerImpl *iface )
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{
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return CONTAINING_RECORD( iface, struct gamepad, IGameControllerImpl_iface );
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}
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static HRESULT WINAPI controller_QueryInterface( IGameControllerImpl *iface, REFIID iid, void **out )
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{
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struct gamepad *impl = impl_from_IGameControllerImpl( 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_IGameControllerImpl ))
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{
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IInspectable_AddRef( (*out = &impl->IGameControllerImpl_iface) );
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return S_OK;
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}
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if (IsEqualGUID( iid, &IID_IGameControllerInputSink ))
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{
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IInspectable_AddRef( (*out = &impl->IGameControllerInputSink_iface) );
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return S_OK;
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}
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if (IsEqualGUID( iid, &IID_IGamepad ))
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{
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IInspectable_AddRef( (*out = &impl->IGamepad_iface) );
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return S_OK;
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}
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WARN( "%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 controller_AddRef( IGameControllerImpl *iface )
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{
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struct gamepad *impl = impl_from_IGameControllerImpl( 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( IGameControllerImpl *iface )
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{
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struct gamepad *impl = impl_from_IGameControllerImpl( 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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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( IGameControllerImpl *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( IGameControllerImpl *iface, HSTRING *class_name )
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{
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return WindowsCreateString( RuntimeClass_Windows_Gaming_Input_Gamepad,
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ARRAY_SIZE(RuntimeClass_Windows_Gaming_Input_Gamepad),
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class_name );
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}
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static HRESULT WINAPI controller_GetTrustLevel( IGameControllerImpl *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 controller_Initialize( IGameControllerImpl *iface, IGameController *outer,
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IGameControllerProvider *provider )
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{
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struct gamepad *impl = impl_from_IGameControllerImpl( iface );
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TRACE( "iface %p, outer %p, provider %p.\n", iface, outer, provider );
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impl->IGameController_outer = outer;
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IGameControllerProvider_AddRef( (impl->provider = provider) );
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return S_OK;
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}
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static const struct IGameControllerImplVtbl 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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/* IGameControllerImpl methods */
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controller_Initialize,
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};
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DEFINE_IINSPECTABLE_OUTER( input_sink, IGameControllerInputSink, struct gamepad, IGameController_outer )
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static HRESULT WINAPI input_sink_OnInputResumed( IGameControllerInputSink *iface, UINT64 timestamp )
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{
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FIXME( "iface %p, timestamp %I64u stub!\n", iface, timestamp );
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return E_NOTIMPL;
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}
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static HRESULT WINAPI input_sink_OnInputSuspended( IGameControllerInputSink *iface, UINT64 timestamp )
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{
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FIXME( "iface %p, timestamp %I64u stub!\n", iface, timestamp );
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return E_NOTIMPL;
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}
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static const struct IGameControllerInputSinkVtbl input_sink_vtbl =
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{
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input_sink_QueryInterface,
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input_sink_AddRef,
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input_sink_Release,
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/* IInspectable methods */
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input_sink_GetIids,
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input_sink_GetRuntimeClassName,
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input_sink_GetTrustLevel,
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/* IGameControllerInputSink methods */
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input_sink_OnInputResumed,
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input_sink_OnInputSuspended,
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};
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DEFINE_IINSPECTABLE_OUTER( gamepad, IGamepad, struct gamepad, IGameController_outer )
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static HRESULT WINAPI gamepad_get_Vibration( IGamepad *iface, struct GamepadVibration *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 gamepad_put_Vibration( IGamepad *iface, struct GamepadVibration 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 gamepad_GetCurrentReading( IGamepad *iface, struct GamepadReading *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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static const struct IGamepadVtbl gamepad_vtbl =
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{
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gamepad_QueryInterface,
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gamepad_AddRef,
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gamepad_Release,
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/* IInspectable methods */
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gamepad_GetIids,
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gamepad_GetRuntimeClassName,
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gamepad_GetTrustLevel,
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/* IGamepad methods */
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gamepad_get_Vibration,
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gamepad_put_Vibration,
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gamepad_GetCurrentReading,
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};
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struct gamepad_statics
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{
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IActivationFactory IActivationFactory_iface;
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IGamepadStatics IGamepadStatics_iface;
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IGamepadStatics2 IGamepadStatics2_iface;
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ICustomGameControllerFactory ICustomGameControllerFactory_iface;
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LONG ref;
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};
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static inline struct gamepad_statics *impl_from_IActivationFactory( IActivationFactory *iface )
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{
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return CONTAINING_RECORD( iface, struct gamepad_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 gamepad_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_IGamepadStatics ))
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{
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IInspectable_AddRef( (*out = &impl->IGamepadStatics_iface) );
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return S_OK;
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}
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if (IsEqualGUID( iid, &IID_IGamepadStatics2 ))
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{
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IInspectable_AddRef( (*out = &impl->IGamepadStatics2_iface) );
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return S_OK;
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}
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if (IsEqualGUID( iid, &IID_ICustomGameControllerFactory ))
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{
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IInspectable_AddRef( (*out = &impl->ICustomGameControllerFactory_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 gamepad_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 gamepad_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, IGamepadStatics, struct gamepad_statics, IActivationFactory_iface )
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static HRESULT WINAPI statics_add_GamepadAdded( IGamepadStatics *iface, IEventHandler_Gamepad *value,
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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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if (!value) return E_INVALIDARG;
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token->value = 0;
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return S_OK;
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}
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static HRESULT WINAPI statics_remove_GamepadAdded( 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 S_OK;
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}
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static HRESULT WINAPI statics_add_GamepadRemoved( IGamepadStatics *iface, IEventHandler_Gamepad *value,
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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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if (!value) return E_INVALIDARG;
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token->value = 0;
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return S_OK;
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}
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static HRESULT WINAPI statics_remove_GamepadRemoved( 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 S_OK;
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}
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static HRESULT WINAPI statics_get_Gamepads( IGamepadStatics *iface, IVectorView_Gamepad **value )
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{
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static const struct vector_iids iids =
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{
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.vector = &IID_IVector_Gamepad,
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.view = &IID_IVectorView_Gamepad,
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.iterable = &IID_IIterable_Gamepad,
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.iterator = &IID_IIterator_Gamepad,
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};
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IVector_Gamepad *gamepads;
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HRESULT hr;
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TRACE( "iface %p, value %p.\n", iface, value );
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if (SUCCEEDED(hr = vector_create( &iids, (void **)&gamepads )))
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{
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hr = IVector_Gamepad_GetView( gamepads, value );
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IVector_Gamepad_Release( gamepads );
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}
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return hr;
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}
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static const struct IGamepadStaticsVtbl 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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/* IGamepadStatics methods */
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statics_add_GamepadAdded,
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statics_remove_GamepadAdded,
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statics_add_GamepadRemoved,
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statics_remove_GamepadRemoved,
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statics_get_Gamepads,
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};
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DEFINE_IINSPECTABLE( statics2, IGamepadStatics2, struct gamepad_statics, IActivationFactory_iface )
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static HRESULT WINAPI statics2_FromGameController( IGamepadStatics2 *iface, IGameController *game_controller, IGamepad **value )
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{
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struct gamepad_statics *impl = impl_from_IGamepadStatics2( iface );
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IGameController *controller;
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HRESULT hr;
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TRACE( "iface %p, game_controller %p, value %p.\n", iface, game_controller, value );
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hr = IGameControllerFactoryManagerStatics2_TryGetFactoryControllerFromGameController( manager_factory, &impl->ICustomGameControllerFactory_iface,
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game_controller, &controller );
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if (FAILED(hr)) return hr;
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hr = IGameController_QueryInterface( controller, &IID_IGamepad, (void **)value );
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IGameController_Release( controller );
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return hr;
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}
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static const struct IGamepadStatics2Vtbl 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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/* IGamepadStatics2 methods */
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statics2_FromGameController,
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};
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DEFINE_IINSPECTABLE( controller_factory, ICustomGameControllerFactory, struct gamepad_statics, IActivationFactory_iface )
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static HRESULT WINAPI controller_factory_CreateGameController( ICustomGameControllerFactory *iface, IGameControllerProvider *provider,
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IInspectable **value )
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{
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struct gamepad *impl;
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TRACE( "iface %p, provider %p, value %p.\n", iface, provider, value );
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if (!(impl = calloc( 1, sizeof(*impl) ))) return E_OUTOFMEMORY;
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impl->IGameControllerImpl_iface.lpVtbl = &controller_vtbl;
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impl->IGameControllerInputSink_iface.lpVtbl = &input_sink_vtbl;
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impl->IGamepad_iface.lpVtbl = &gamepad_vtbl;
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impl->ref = 1;
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TRACE( "created Gamepad %p\n", impl );
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*value = (IInspectable *)&impl->IGameControllerImpl_iface;
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return S_OK;
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}
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static HRESULT WINAPI controller_factory_OnGameControllerAdded( ICustomGameControllerFactory *iface, IGameController *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_factory_OnGameControllerRemoved( ICustomGameControllerFactory *iface, IGameController *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 ICustomGameControllerFactoryVtbl controller_factory_vtbl =
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{
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controller_factory_QueryInterface,
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controller_factory_AddRef,
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controller_factory_Release,
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/* IInspectable methods */
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controller_factory_GetIids,
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controller_factory_GetRuntimeClassName,
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controller_factory_GetTrustLevel,
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/* ICustomGameControllerFactory methods */
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controller_factory_CreateGameController,
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controller_factory_OnGameControllerAdded,
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controller_factory_OnGameControllerRemoved,
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};
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static struct gamepad_statics gamepad_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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{&controller_factory_vtbl},
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1,
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};
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ICustomGameControllerFactory *gamepad_factory = &gamepad_statics.ICustomGameControllerFactory_iface;
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