wine/dlls/windows.gaming.input/controller.c
Rémi Bernon 622d98b74a windows.gaming.input: Consistently use FIXME for E_NOINTERFACE messages.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
2022-06-08 15:04:55 +02:00

608 lines
21 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 "provider.h"
#include "wine/debug.h"
WINE_DEFAULT_DEBUG_CHANNEL(input);
static CRITICAL_SECTION controller_cs;
static CRITICAL_SECTION_DEBUG controller_cs_debug =
{
0, 0, &controller_cs,
{ &controller_cs_debug.ProcessLocksList, &controller_cs_debug.ProcessLocksList },
0, 0, { (DWORD_PTR)(__FILE__ ": controller_cs") }
};
static CRITICAL_SECTION controller_cs = { &controller_cs_debug, -1, 0, 0, 0, 0 };
static IVector_RawGameController *controllers;
static struct list controller_added_handlers = LIST_INIT( controller_added_handlers );
static struct list controller_removed_handlers = LIST_INIT( controller_removed_handlers );
static HRESULT init_controllers(void)
{
static const struct vector_iids iids =
{
.vector = &IID_IVector_RawGameController,
.view = &IID_IVectorView_RawGameController,
.iterable = &IID_IIterable_RawGameController,
.iterator = &IID_IIterator_RawGameController,
};
HRESULT hr;
EnterCriticalSection( &controller_cs );
if (controllers) hr = S_OK;
else hr = vector_create( &iids, (void **)&controllers );
LeaveCriticalSection( &controller_cs );
return hr;
}
struct controller
{
IGameControllerImpl IGameControllerImpl_iface;
IGameControllerInputSink IGameControllerInputSink_iface;
IRawGameController IRawGameController_iface;
IGameController *IGameController_outer;
LONG ref;
IGameControllerProvider *provider;
IWineGameControllerProvider *wine_provider;
};
static inline struct controller *impl_from_IGameControllerImpl( IGameControllerImpl *iface )
{
return CONTAINING_RECORD( iface, struct controller, IGameControllerImpl_iface );
}
static HRESULT WINAPI controller_QueryInterface( IGameControllerImpl *iface, REFIID iid, void **out )
{
struct controller *impl = impl_from_IGameControllerImpl( 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_IGameControllerImpl ))
{
IInspectable_AddRef( (*out = &impl->IGameControllerImpl_iface) );
return S_OK;
}
if (IsEqualGUID( iid, &IID_IGameControllerInputSink ))
{
IInspectable_AddRef( (*out = &impl->IGameControllerInputSink_iface) );
return S_OK;
}
if (IsEqualGUID( iid, &IID_IRawGameController ))
{
IInspectable_AddRef( (*out = &impl->IRawGameController_iface) );
return S_OK;
}
FIXME( "%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid( iid ) );
*out = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI controller_AddRef( IGameControllerImpl *iface )
{
struct controller *impl = impl_from_IGameControllerImpl( iface );
ULONG ref = InterlockedIncrement( &impl->ref );
TRACE( "iface %p increasing refcount to %lu.\n", iface, ref );
return ref;
}
static ULONG WINAPI controller_Release( IGameControllerImpl *iface )
{
struct controller *impl = impl_from_IGameControllerImpl( iface );
ULONG ref = InterlockedDecrement( &impl->ref );
TRACE( "iface %p decreasing refcount to %lu.\n", iface, ref );
if (!ref)
{
if (impl->wine_provider)
IWineGameControllerProvider_Release( impl->wine_provider );
IGameControllerProvider_Release( impl->provider );
free( impl );
}
return ref;
}
static HRESULT WINAPI controller_GetIids( IGameControllerImpl *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 controller_GetRuntimeClassName( IGameControllerImpl *iface, HSTRING *class_name )
{
return WindowsCreateString( RuntimeClass_Windows_Gaming_Input_RawGameController,
ARRAY_SIZE(RuntimeClass_Windows_Gaming_Input_RawGameController),
class_name );
}
static HRESULT WINAPI controller_GetTrustLevel( IGameControllerImpl *iface, TrustLevel *trust_level )
{
FIXME( "iface %p, trust_level %p stub!\n", iface, trust_level );
return E_NOTIMPL;
}
static HRESULT WINAPI controller_Initialize( IGameControllerImpl *iface, IGameController *outer,
IGameControllerProvider *provider )
{
struct controller *impl = impl_from_IGameControllerImpl( iface );
HRESULT hr;
TRACE( "iface %p, outer %p, provider %p.\n", iface, outer, provider );
impl->IGameController_outer = outer;
IGameControllerProvider_AddRef( (impl->provider = provider) );
hr = IGameControllerProvider_QueryInterface( provider, &IID_IWineGameControllerProvider,
(void **)&impl->wine_provider );
if (FAILED(hr)) return hr;
EnterCriticalSection( &controller_cs );
if (SUCCEEDED(hr = init_controllers()))
hr = IVector_RawGameController_Append( controllers, &impl->IRawGameController_iface );
LeaveCriticalSection( &controller_cs );
return hr;
}
static const struct IGameControllerImplVtbl controller_vtbl =
{
controller_QueryInterface,
controller_AddRef,
controller_Release,
/* IInspectable methods */
controller_GetIids,
controller_GetRuntimeClassName,
controller_GetTrustLevel,
/* IGameControllerImpl methods */
controller_Initialize,
};
DEFINE_IINSPECTABLE_OUTER( input_sink, IGameControllerInputSink, struct controller, IGameController_outer )
static HRESULT WINAPI input_sink_OnInputResumed( IGameControllerInputSink *iface, UINT64 timestamp )
{
FIXME( "iface %p, timestamp %I64u stub!\n", iface, timestamp );
return E_NOTIMPL;
}
static HRESULT WINAPI input_sink_OnInputSuspended( IGameControllerInputSink *iface, UINT64 timestamp )
{
FIXME( "iface %p, timestamp %I64u stub!\n", iface, timestamp );
return E_NOTIMPL;
}
static const struct IGameControllerInputSinkVtbl input_sink_vtbl =
{
input_sink_QueryInterface,
input_sink_AddRef,
input_sink_Release,
/* IInspectable methods */
input_sink_GetIids,
input_sink_GetRuntimeClassName,
input_sink_GetTrustLevel,
/* IGameControllerInputSink methods */
input_sink_OnInputResumed,
input_sink_OnInputSuspended,
};
DEFINE_IINSPECTABLE_OUTER( raw_controller, IRawGameController, struct controller, IGameController_outer )
static HRESULT WINAPI raw_controller_get_AxisCount( IRawGameController *iface, INT32 *value )
{
struct controller *impl = impl_from_IRawGameController( iface );
return IWineGameControllerProvider_get_AxisCount( impl->wine_provider, value );
}
static HRESULT WINAPI raw_controller_get_ButtonCount( IRawGameController *iface, INT32 *value )
{
struct controller *impl = impl_from_IRawGameController( iface );
return IWineGameControllerProvider_get_ButtonCount( impl->wine_provider, value );
}
static HRESULT WINAPI raw_controller_get_ForceFeedbackMotors( IRawGameController *iface, IVectorView_ForceFeedbackMotor **value )
{
static const struct vector_iids iids =
{
.vector = &IID_IVector_ForceFeedbackMotor,
.view = &IID_IVectorView_ForceFeedbackMotor,
.iterable = &IID_IIterable_ForceFeedbackMotor,
.iterator = &IID_IIterator_ForceFeedbackMotor,
};
struct controller *impl = impl_from_IRawGameController( iface );
IVector_ForceFeedbackMotor *vector;
IForceFeedbackMotor *motor;
HRESULT hr;
TRACE( "iface %p, value %p\n", iface, value );
if (FAILED(hr = vector_create( &iids, (void **)&vector ))) return hr;
if (SUCCEEDED(IWineGameControllerProvider_get_ForceFeedbackMotor( impl->wine_provider, &motor )) && motor)
{
hr = IVector_ForceFeedbackMotor_Append( vector, motor );
IForceFeedbackMotor_Release( motor );
}
if (SUCCEEDED(hr)) hr = IVector_ForceFeedbackMotor_GetView( vector, value );
IVector_ForceFeedbackMotor_Release( vector );
return hr;
}
static HRESULT WINAPI raw_controller_get_HardwareProductId( IRawGameController *iface, UINT16 *value )
{
struct controller *impl = impl_from_IRawGameController( iface );
return IGameControllerProvider_get_HardwareProductId( impl->provider, value );
}
static HRESULT WINAPI raw_controller_get_HardwareVendorId( IRawGameController *iface, UINT16 *value )
{
struct controller *impl = impl_from_IRawGameController( iface );
return IGameControllerProvider_get_HardwareVendorId( impl->provider, value );
}
static HRESULT WINAPI raw_controller_get_SwitchCount( IRawGameController *iface, INT32 *value )
{
struct controller *impl = impl_from_IRawGameController( iface );
return IWineGameControllerProvider_get_SwitchCount( impl->wine_provider, value );
}
static HRESULT WINAPI raw_controller_GetButtonLabel( IRawGameController *iface, INT32 index,
enum GameControllerButtonLabel *value )
{
FIXME( "iface %p, index %d, value %p stub!\n", iface, index, value );
return E_NOTIMPL;
}
static HRESULT WINAPI raw_controller_GetCurrentReading( IRawGameController *iface, UINT32 buttons_size, BOOLEAN *buttons,
UINT32 switches_size, enum GameControllerSwitchPosition *switches,
UINT32 axes_size, DOUBLE *axes, UINT64 *timestamp )
{
struct controller *impl = impl_from_IRawGameController( iface );
WineGameControllerState state;
HRESULT hr;
TRACE( "iface %p, buttons_size %u, buttons %p, switches_size %u, switches %p, axes_size %u, axes %p, timestamp %p.\n",
iface, buttons_size, buttons, switches_size, switches, axes_size, axes, timestamp );
if (FAILED(hr = IWineGameControllerProvider_get_State( impl->wine_provider, &state ))) return hr;
memcpy( axes, state.axes, axes_size * sizeof(*axes) );
memcpy( buttons, state.buttons, buttons_size * sizeof(*buttons) );
memcpy( switches, state.switches, switches_size * sizeof(*switches) );
*timestamp = state.timestamp;
return hr;
}
static HRESULT WINAPI raw_controller_GetSwitchKind( IRawGameController *iface, INT32 index, enum GameControllerSwitchKind *value )
{
FIXME( "iface %p, index %d, value %p stub!\n", iface, index, value );
return E_NOTIMPL;
}
static const struct IRawGameControllerVtbl raw_controller_vtbl =
{
raw_controller_QueryInterface,
raw_controller_AddRef,
raw_controller_Release,
/* IInspectable methods */
raw_controller_GetIids,
raw_controller_GetRuntimeClassName,
raw_controller_GetTrustLevel,
/* IRawGameController methods */
raw_controller_get_AxisCount,
raw_controller_get_ButtonCount,
raw_controller_get_ForceFeedbackMotors,
raw_controller_get_HardwareProductId,
raw_controller_get_HardwareVendorId,
raw_controller_get_SwitchCount,
raw_controller_GetButtonLabel,
raw_controller_GetCurrentReading,
raw_controller_GetSwitchKind,
};
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 *handler,
EventRegistrationToken *token )
{
TRACE( "iface %p, handler %p, token %p.\n", iface, handler, token );
if (!handler) return E_INVALIDARG;
return event_handlers_append( &controller_added_handlers, (IEventHandler_IInspectable *)handler, token );
}
static HRESULT WINAPI statics_remove_RawGameControllerAdded( IRawGameControllerStatics *iface, EventRegistrationToken token )
{
TRACE( "iface %p, token %#I64x.\n", iface, token.value );
return event_handlers_remove( &controller_added_handlers, &token );
}
static HRESULT WINAPI statics_add_RawGameControllerRemoved( IRawGameControllerStatics *iface,
IEventHandler_RawGameController *handler,
EventRegistrationToken *token )
{
TRACE( "iface %p, handler %p, token %p.\n", iface, handler, token );
if (!handler) return E_INVALIDARG;
return event_handlers_append( &controller_removed_handlers, (IEventHandler_IInspectable *)handler, token );
}
static HRESULT WINAPI statics_remove_RawGameControllerRemoved( IRawGameControllerStatics *iface, EventRegistrationToken token )
{
TRACE( "iface %p, token %#I64x.\n", iface, token.value );
return event_handlers_remove( &controller_removed_handlers, &token );
}
static HRESULT WINAPI statics_get_RawGameControllers( IRawGameControllerStatics *iface, IVectorView_RawGameController **value )
{
HRESULT hr;
TRACE( "iface %p, value %p.\n", iface, value );
EnterCriticalSection( &controller_cs );
if (SUCCEEDED(hr = init_controllers()))
hr = IVector_RawGameController_GetView( controllers, value );
LeaveCriticalSection( &controller_cs );
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 );
*value = NULL;
hr = IGameControllerFactoryManagerStatics2_TryGetFactoryControllerFromGameController( manager_factory, &impl->ICustomGameControllerFactory_iface,
game_controller, &controller );
if (FAILED(hr) || !controller) 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 )
{
struct controller *impl;
TRACE( "iface %p, provider %p, value %p.\n", iface, provider, value );
if (!(impl = calloc( 1, sizeof(*impl) ))) return E_OUTOFMEMORY;
impl->IGameControllerImpl_iface.lpVtbl = &controller_vtbl;
impl->IGameControllerInputSink_iface.lpVtbl = &input_sink_vtbl;
impl->IRawGameController_iface.lpVtbl = &raw_controller_vtbl;
impl->ref = 1;
TRACE( "created RawGameController %p\n", impl );
*value = (IInspectable *)&impl->IGameControllerImpl_iface;
return S_OK;
}
static HRESULT WINAPI controller_factory_OnGameControllerAdded( ICustomGameControllerFactory *iface, IGameController *value )
{
IRawGameController *controller;
HRESULT hr;
TRACE( "iface %p, value %p.\n", iface, value );
if (FAILED(hr = IGameController_QueryInterface( value, &IID_IRawGameController, (void **)&controller )))
return hr;
event_handlers_notify( &controller_added_handlers, (IInspectable *)controller );
IRawGameController_Release( controller );
return S_OK;
}
static HRESULT WINAPI controller_factory_OnGameControllerRemoved( ICustomGameControllerFactory *iface, IGameController *value )
{
IRawGameController *controller;
BOOLEAN found;
UINT32 index;
HRESULT hr;
TRACE( "iface %p, value %p.\n", iface, value );
if (FAILED(hr = IGameController_QueryInterface( value, &IID_IRawGameController, (void **)&controller )))
return hr;
EnterCriticalSection( &controller_cs );
if (SUCCEEDED(hr = init_controllers()))
{
if (FAILED(hr = IVector_RawGameController_IndexOf( controllers, controller, &index, &found )) || !found)
WARN( "Could not find controller %p, hr %#lx!\n", controller, hr );
else
hr = IVector_RawGameController_RemoveAt( controllers, index );
}
LeaveCriticalSection( &controller_cs );
if (FAILED(hr))
WARN( "Failed to remove controller %p, hr %#lx!\n", controller, hr );
else if (found)
{
TRACE( "Removed controller %p.\n", controller );
event_handlers_notify( &controller_removed_handlers, (IInspectable *)controller );
}
IRawGameController_Release( controller );
return S_OK;
}
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;