/* WinRT Windows.Gaming.Input implementation * * Copyright 2022 RĂ©mi 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 #include #define COBJMACROS #include "windef.h" #include "winbase.h" #include "winstring.h" #include "objbase.h" #include "dinput.h" #include "activation.h" #define WIDL_using_Windows_Foundation #define WIDL_using_Windows_Foundation_Collections #define WIDL_using_Windows_Foundation_Numerics #include "windows.foundation.h" #define WIDL_using_Windows_Devices_Power #define WIDL_using_Windows_Gaming_Input #define WIDL_using_Windows_Gaming_Input_Custom #define WIDL_using_Windows_Gaming_Input_ForceFeedback #include "windows.gaming.input.custom.h" #include "wine/debug.h" #include "wine/list.h" #include "provider.h" extern HINSTANCE windows_gaming_input; extern ICustomGameControllerFactory *controller_factory; extern ICustomGameControllerFactory *gamepad_factory; extern ICustomGameControllerFactory *racing_wheel_factory; extern IGameControllerFactoryManagerStatics2 *manager_factory; extern IInspectable *constant_effect_factory; extern IInspectable *ramp_effect_factory; extern IInspectable *periodic_effect_factory; extern IInspectable *condition_effect_factory; struct vector_iids { const GUID *vector; const GUID *view; const GUID *iterable; const GUID *iterator; }; extern HRESULT vector_create( const struct vector_iids *iids, void **out ); extern void provider_create( const WCHAR *device_path ); extern void provider_remove( const WCHAR *device_path ); extern void manager_on_provider_created( IGameControllerProvider *provider ); extern void manager_on_provider_removed( IGameControllerProvider *provider ); extern HRESULT event_handlers_append( struct list *list, IEventHandler_IInspectable *handler, EventRegistrationToken *token ); extern HRESULT event_handlers_remove( struct list *list, EventRegistrationToken *token ); extern void event_handlers_notify( struct list *list, IInspectable *element ); extern HRESULT force_feedback_motor_create( IDirectInputDevice8W *device, IForceFeedbackMotor **out ); extern HRESULT force_feedback_effect_create( enum WineForceFeedbackEffectType type, IInspectable *outer, IWineForceFeedbackEffectImpl **out ); typedef HRESULT (WINAPI *async_operation_callback)( IUnknown *invoker, IUnknown *param, PROPVARIANT *result ); extern HRESULT async_operation_boolean_create( IUnknown *invoker, IUnknown *param, async_operation_callback callback, IAsyncOperation_boolean **out ); extern HRESULT async_operation_effect_result_create( IUnknown *invoker, IUnknown *param, async_operation_callback callback, IAsyncOperation_ForceFeedbackLoadEffectResult **out ); #define DEFINE_IINSPECTABLE_( pfx, iface_type, impl_type, impl_from, iface_mem, expr ) \ static inline impl_type *impl_from( iface_type *iface ) \ { \ return CONTAINING_RECORD( iface, impl_type, iface_mem ); \ } \ static HRESULT WINAPI pfx##_QueryInterface( iface_type *iface, REFIID iid, void **out ) \ { \ impl_type *impl = impl_from( iface ); \ return IInspectable_QueryInterface( (IInspectable *)(expr), iid, out ); \ } \ static ULONG WINAPI pfx##_AddRef( iface_type *iface ) \ { \ impl_type *impl = impl_from( iface ); \ return IInspectable_AddRef( (IInspectable *)(expr) ); \ } \ static ULONG WINAPI pfx##_Release( iface_type *iface ) \ { \ impl_type *impl = impl_from( iface ); \ return IInspectable_Release( (IInspectable *)(expr) ); \ } \ static HRESULT WINAPI pfx##_GetIids( iface_type *iface, ULONG *iid_count, IID **iids ) \ { \ impl_type *impl = impl_from( iface ); \ return IInspectable_GetIids( (IInspectable *)(expr), iid_count, iids ); \ } \ static HRESULT WINAPI pfx##_GetRuntimeClassName( iface_type *iface, HSTRING *class_name ) \ { \ impl_type *impl = impl_from( iface ); \ return IInspectable_GetRuntimeClassName( (IInspectable *)(expr), class_name ); \ } \ static HRESULT WINAPI pfx##_GetTrustLevel( iface_type *iface, TrustLevel *trust_level ) \ { \ impl_type *impl = impl_from( iface ); \ return IInspectable_GetTrustLevel( (IInspectable *)(expr), trust_level ); \ } #define DEFINE_IINSPECTABLE( pfx, iface_type, impl_type, base_iface ) \ DEFINE_IINSPECTABLE_( pfx, iface_type, impl_type, impl_from_##iface_type, iface_type##_iface, &impl->base_iface ) #define DEFINE_IINSPECTABLE_OUTER( pfx, iface_type, impl_type, outer_iface ) \ DEFINE_IINSPECTABLE_( pfx, iface_type, impl_type, impl_from_##iface_type, iface_type##_iface, impl->outer_iface ) static inline const char *debugstr_vector3( const Vector3 *vector ) { if (!vector) return "(null)"; return wine_dbg_sprintf( "[%f, %f, %f]", vector->X, vector->Y, vector->Z ); }