mirror of
git://source.winehq.org/git/wine.git
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4e04446c9b
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
213 lines
7.6 KiB
C
213 lines
7.6 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 <stdarg.h>
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#include <stddef.h>
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#define COBJMACROS
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#include "windef.h"
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#include "winbase.h"
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#include "winreg.h"
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#include "winuser.h"
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#include "dbt.h"
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#include "ddk/hidclass.h"
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#include "ddk/hidsdi.h"
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#include "setupapi.h"
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#include "initguid.h"
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#include "private.h"
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#include "wine/debug.h"
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WINE_DEFAULT_DEBUG_CHANNEL(input);
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HINSTANCE windows_gaming_input;
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DEFINE_GUID( GUID_DEVINTERFACE_WINEXINPUT,0x6c53d5fd,0x6480,0x440f,0xb6,0x18,0x47,0x67,0x50,0xc5,0xe1,0xa6 );
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static LRESULT CALLBACK devnotify_wndproc( HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam )
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{
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DEV_BROADCAST_DEVICEINTERFACE_W *iface;
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TRACE( "hwnd %p, msg %#x, wparam %#Ix, lparam %#Ix\n", hwnd, msg, wparam, lparam );
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if (msg == WM_DEVICECHANGE)
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{
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switch (wparam)
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{
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case DBT_DEVICEARRIVAL:
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iface = (DEV_BROADCAST_DEVICEINTERFACE_W *)lparam;
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provider_create( iface->dbcc_name );
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break;
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case DBT_DEVICEREMOVECOMPLETE:
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iface = (DEV_BROADCAST_DEVICEINTERFACE_W *)lparam;
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provider_remove( iface->dbcc_name );
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break;
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default: break;
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}
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}
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return DefWindowProcW( hwnd, msg, wparam, lparam );
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}
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static void initialize_providers( void )
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{
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char buffer[offsetof( SP_DEVICE_INTERFACE_DETAIL_DATA_W, DevicePath[MAX_PATH] )];
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SP_DEVICE_INTERFACE_DETAIL_DATA_W *detail = (void *)buffer;
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SP_DEVICE_INTERFACE_DATA iface = {sizeof(iface)};
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GUID guid = GUID_DEVINTERFACE_WINEXINPUT;
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HDEVINFO set;
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DWORD i = 0;
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set = SetupDiGetClassDevsW( NULL, NULL, NULL, DIGCF_ALLCLASSES | DIGCF_DEVICEINTERFACE | DIGCF_PRESENT );
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while (SetupDiEnumDeviceInterfaces( set, NULL, &guid, i++, &iface ))
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{
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detail->cbSize = sizeof(*detail);
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if (!SetupDiGetDeviceInterfaceDetailW( set, &iface, detail, sizeof(buffer), NULL, NULL )) continue;
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provider_create( detail->DevicePath );
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}
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HidD_GetHidGuid( &guid );
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while (SetupDiEnumDeviceInterfaces( set, NULL, &guid, i++, &iface ))
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{
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detail->cbSize = sizeof(*detail);
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if (!SetupDiGetDeviceInterfaceDetailW( set, &iface, detail, sizeof(buffer), NULL, NULL )) continue;
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provider_create( detail->DevicePath );
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}
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SetupDiDestroyDeviceInfoList( set );
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}
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static DWORD WINAPI monitor_thread_proc( void *param )
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{
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DEV_BROADCAST_DEVICEINTERFACE_W filter =
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{
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.dbcc_size = sizeof(DEV_BROADCAST_DEVICEINTERFACE_W),
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.dbcc_devicetype = DBT_DEVTYP_DEVICEINTERFACE,
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};
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WNDCLASSEXW wndclass =
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{
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.cbSize = sizeof(WNDCLASSEXW),
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.lpszClassName = L"__wine_gaming_input_devnotify",
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.lpfnWndProc = devnotify_wndproc,
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};
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HANDLE start_event = param;
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HDEVNOTIFY devnotify;
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HMODULE module;
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HWND hwnd;
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MSG msg;
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GetModuleHandleExW( GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS, (void *)windows_gaming_input, &module );
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RegisterClassExW( &wndclass );
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hwnd = CreateWindowExW( 0, wndclass.lpszClassName, NULL, 0, 0, 0, 0, 0, HWND_MESSAGE, NULL, NULL, NULL );
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devnotify = RegisterDeviceNotificationW( hwnd, &filter, DEVICE_NOTIFY_ALL_INTERFACE_CLASSES );
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initialize_providers();
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SetEvent( start_event );
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do
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{
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while (PeekMessageW( &msg, hwnd, 0, 0, PM_REMOVE ))
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{
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TranslateMessage( &msg );
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DispatchMessageW( &msg );
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}
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} while (!MsgWaitForMultipleObjectsEx( 0, NULL, INFINITE, QS_ALLINPUT, MWMO_ALERTABLE ));
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UnregisterDeviceNotification( devnotify );
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DestroyWindow( hwnd );
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UnregisterClassW( wndclass.lpszClassName, NULL );
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FreeLibraryAndExitThread( module, 0 );
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return 0;
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}
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static BOOL WINAPI start_monitor_thread( INIT_ONCE *once, void *param, void **context )
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{
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HANDLE thread, start_event;
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start_event = CreateEventA( NULL, FALSE, FALSE, NULL );
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if (!start_event) ERR( "Failed to create start event, error %lu\n", GetLastError() );
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thread = CreateThread( NULL, 0, monitor_thread_proc, start_event, 0, NULL );
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if (!thread) ERR( "Failed to create monitor thread, error %lu\n", GetLastError() );
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else
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{
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WaitForSingleObject( start_event, INFINITE );
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CloseHandle( thread );
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}
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CloseHandle( start_event );
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return !!thread;
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}
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HRESULT WINAPI DllGetClassObject(REFCLSID clsid, REFIID riid, void **out)
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{
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FIXME("clsid %s, riid %s, out %p stub!\n", debugstr_guid(clsid), debugstr_guid(riid), out);
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return CLASS_E_CLASSNOTAVAILABLE;
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}
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HRESULT WINAPI DllGetActivationFactory( HSTRING class_str, IActivationFactory **factory )
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{
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static INIT_ONCE init_once = INIT_ONCE_STATIC_INIT;
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const WCHAR *buffer = WindowsGetStringRawBuffer( class_str, NULL );
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TRACE( "class %s, factory %p.\n", debugstr_w(buffer), factory );
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InitOnceExecuteOnce( &init_once, start_monitor_thread, NULL, NULL );
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*factory = NULL;
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if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_RawGameController ))
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ICustomGameControllerFactory_QueryInterface( controller_factory, &IID_IActivationFactory, (void **)factory );
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if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_Gamepad ))
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ICustomGameControllerFactory_QueryInterface( gamepad_factory, &IID_IActivationFactory, (void **)factory );
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if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_RacingWheel ))
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ICustomGameControllerFactory_QueryInterface( racing_wheel_factory, &IID_IActivationFactory, (void **)factory );
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if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_Custom_GameControllerFactoryManager ))
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IGameControllerFactoryManagerStatics2_QueryInterface( manager_factory, &IID_IActivationFactory, (void **)factory );
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if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConstantForceEffect ))
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IInspectable_QueryInterface( constant_effect_factory, &IID_IActivationFactory, (void **)factory );
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if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_ForceFeedback_RampForceEffect ))
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IInspectable_QueryInterface( ramp_effect_factory, &IID_IActivationFactory, (void **)factory );
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if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_ForceFeedback_PeriodicForceEffect ))
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IInspectable_QueryInterface( periodic_effect_factory, &IID_IActivationFactory, (void **)factory );
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if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConditionForceEffect ))
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IInspectable_QueryInterface( condition_effect_factory, &IID_IActivationFactory, (void **)factory );
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if (*factory) return S_OK;
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return CLASS_E_CLASSNOTAVAILABLE;
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}
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BOOL WINAPI DllMain( HINSTANCE instance, DWORD reason, void *reserved )
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{
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TRACE( "instance %p, reason %lu, reserved %p.\n", instance, reason, reserved );
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switch (reason)
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{
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case DLL_PROCESS_ATTACH:
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DisableThreadLibraryCalls( instance );
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windows_gaming_input = instance;
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break;
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}
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return TRUE;
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}
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