wine/dlls/windows.gaming.input/private.h
Rémi Bernon 4e04446c9b windows.gaming.input: Implement Windows.Gaming.Input.ConditionForceEffect runtimeclass.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-05-17 20:46:52 +02:00

129 lines
7.4 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 <stdarg.h>
#include <stddef.h>
#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 );
}