wine/dlls/windows.gaming.input/main.c
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

213 lines
7.6 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 <stdarg.h>
#include <stddef.h>
#define COBJMACROS
#include "windef.h"
#include "winbase.h"
#include "winreg.h"
#include "winuser.h"
#include "dbt.h"
#include "ddk/hidclass.h"
#include "ddk/hidsdi.h"
#include "setupapi.h"
#include "initguid.h"
#include "private.h"
#include "wine/debug.h"
WINE_DEFAULT_DEBUG_CHANNEL(input);
HINSTANCE windows_gaming_input;
DEFINE_GUID( GUID_DEVINTERFACE_WINEXINPUT,0x6c53d5fd,0x6480,0x440f,0xb6,0x18,0x47,0x67,0x50,0xc5,0xe1,0xa6 );
static LRESULT CALLBACK devnotify_wndproc( HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam )
{
DEV_BROADCAST_DEVICEINTERFACE_W *iface;
TRACE( "hwnd %p, msg %#x, wparam %#Ix, lparam %#Ix\n", hwnd, msg, wparam, lparam );
if (msg == WM_DEVICECHANGE)
{
switch (wparam)
{
case DBT_DEVICEARRIVAL:
iface = (DEV_BROADCAST_DEVICEINTERFACE_W *)lparam;
provider_create( iface->dbcc_name );
break;
case DBT_DEVICEREMOVECOMPLETE:
iface = (DEV_BROADCAST_DEVICEINTERFACE_W *)lparam;
provider_remove( iface->dbcc_name );
break;
default: break;
}
}
return DefWindowProcW( hwnd, msg, wparam, lparam );
}
static void initialize_providers( void )
{
char buffer[offsetof( SP_DEVICE_INTERFACE_DETAIL_DATA_W, DevicePath[MAX_PATH] )];
SP_DEVICE_INTERFACE_DETAIL_DATA_W *detail = (void *)buffer;
SP_DEVICE_INTERFACE_DATA iface = {sizeof(iface)};
GUID guid = GUID_DEVINTERFACE_WINEXINPUT;
HDEVINFO set;
DWORD i = 0;
set = SetupDiGetClassDevsW( NULL, NULL, NULL, DIGCF_ALLCLASSES | DIGCF_DEVICEINTERFACE | DIGCF_PRESENT );
while (SetupDiEnumDeviceInterfaces( set, NULL, &guid, i++, &iface ))
{
detail->cbSize = sizeof(*detail);
if (!SetupDiGetDeviceInterfaceDetailW( set, &iface, detail, sizeof(buffer), NULL, NULL )) continue;
provider_create( detail->DevicePath );
}
HidD_GetHidGuid( &guid );
while (SetupDiEnumDeviceInterfaces( set, NULL, &guid, i++, &iface ))
{
detail->cbSize = sizeof(*detail);
if (!SetupDiGetDeviceInterfaceDetailW( set, &iface, detail, sizeof(buffer), NULL, NULL )) continue;
provider_create( detail->DevicePath );
}
SetupDiDestroyDeviceInfoList( set );
}
static DWORD WINAPI monitor_thread_proc( void *param )
{
DEV_BROADCAST_DEVICEINTERFACE_W filter =
{
.dbcc_size = sizeof(DEV_BROADCAST_DEVICEINTERFACE_W),
.dbcc_devicetype = DBT_DEVTYP_DEVICEINTERFACE,
};
WNDCLASSEXW wndclass =
{
.cbSize = sizeof(WNDCLASSEXW),
.lpszClassName = L"__wine_gaming_input_devnotify",
.lpfnWndProc = devnotify_wndproc,
};
HANDLE start_event = param;
HDEVNOTIFY devnotify;
HMODULE module;
HWND hwnd;
MSG msg;
GetModuleHandleExW( GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS, (void *)windows_gaming_input, &module );
RegisterClassExW( &wndclass );
hwnd = CreateWindowExW( 0, wndclass.lpszClassName, NULL, 0, 0, 0, 0, 0, HWND_MESSAGE, NULL, NULL, NULL );
devnotify = RegisterDeviceNotificationW( hwnd, &filter, DEVICE_NOTIFY_ALL_INTERFACE_CLASSES );
initialize_providers();
SetEvent( start_event );
do
{
while (PeekMessageW( &msg, hwnd, 0, 0, PM_REMOVE ))
{
TranslateMessage( &msg );
DispatchMessageW( &msg );
}
} while (!MsgWaitForMultipleObjectsEx( 0, NULL, INFINITE, QS_ALLINPUT, MWMO_ALERTABLE ));
UnregisterDeviceNotification( devnotify );
DestroyWindow( hwnd );
UnregisterClassW( wndclass.lpszClassName, NULL );
FreeLibraryAndExitThread( module, 0 );
return 0;
}
static BOOL WINAPI start_monitor_thread( INIT_ONCE *once, void *param, void **context )
{
HANDLE thread, start_event;
start_event = CreateEventA( NULL, FALSE, FALSE, NULL );
if (!start_event) ERR( "Failed to create start event, error %lu\n", GetLastError() );
thread = CreateThread( NULL, 0, monitor_thread_proc, start_event, 0, NULL );
if (!thread) ERR( "Failed to create monitor thread, error %lu\n", GetLastError() );
else
{
WaitForSingleObject( start_event, INFINITE );
CloseHandle( thread );
}
CloseHandle( start_event );
return !!thread;
}
HRESULT WINAPI DllGetClassObject(REFCLSID clsid, REFIID riid, void **out)
{
FIXME("clsid %s, riid %s, out %p stub!\n", debugstr_guid(clsid), debugstr_guid(riid), out);
return CLASS_E_CLASSNOTAVAILABLE;
}
HRESULT WINAPI DllGetActivationFactory( HSTRING class_str, IActivationFactory **factory )
{
static INIT_ONCE init_once = INIT_ONCE_STATIC_INIT;
const WCHAR *buffer = WindowsGetStringRawBuffer( class_str, NULL );
TRACE( "class %s, factory %p.\n", debugstr_w(buffer), factory );
InitOnceExecuteOnce( &init_once, start_monitor_thread, NULL, NULL );
*factory = NULL;
if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_RawGameController ))
ICustomGameControllerFactory_QueryInterface( controller_factory, &IID_IActivationFactory, (void **)factory );
if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_Gamepad ))
ICustomGameControllerFactory_QueryInterface( gamepad_factory, &IID_IActivationFactory, (void **)factory );
if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_RacingWheel ))
ICustomGameControllerFactory_QueryInterface( racing_wheel_factory, &IID_IActivationFactory, (void **)factory );
if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_Custom_GameControllerFactoryManager ))
IGameControllerFactoryManagerStatics2_QueryInterface( manager_factory, &IID_IActivationFactory, (void **)factory );
if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConstantForceEffect ))
IInspectable_QueryInterface( constant_effect_factory, &IID_IActivationFactory, (void **)factory );
if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_ForceFeedback_RampForceEffect ))
IInspectable_QueryInterface( ramp_effect_factory, &IID_IActivationFactory, (void **)factory );
if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_ForceFeedback_PeriodicForceEffect ))
IInspectable_QueryInterface( periodic_effect_factory, &IID_IActivationFactory, (void **)factory );
if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConditionForceEffect ))
IInspectable_QueryInterface( condition_effect_factory, &IID_IActivationFactory, (void **)factory );
if (*factory) return S_OK;
return CLASS_E_CLASSNOTAVAILABLE;
}
BOOL WINAPI DllMain( HINSTANCE instance, DWORD reason, void *reserved )
{
TRACE( "instance %p, reason %lu, reserved %p.\n", instance, reason, reserved );
switch (reason)
{
case DLL_PROCESS_ATTACH:
DisableThreadLibraryCalls( instance );
windows_gaming_input = instance;
break;
}
return TRUE;
}