Signed-off-by: Rémi Bernon rbernon@codeweavers.com --- dlls/windows.gaming.input/manager.c | 276 +++++++++++++++++++++++++++- dlls/windows.gaming.input/private.h | 1 + 2 files changed, 275 insertions(+), 2 deletions(-)
diff --git a/dlls/windows.gaming.input/manager.c b/dlls/windows.gaming.input/manager.c index e6366256fe7..ec1ae6a3880 100644 --- a/dlls/windows.gaming.input/manager.c +++ b/dlls/windows.gaming.input/manager.c @@ -18,12 +18,211 @@ */
#include "private.h" +#include "provider.h"
#include "wine/debug.h" #include "wine/list.h"
WINE_DEFAULT_DEBUG_CHANNEL(input);
+static CRITICAL_SECTION manager_cs; +static CRITICAL_SECTION_DEBUG manager_cs_debug = +{ + 0, 0, &manager_cs, + { &manager_cs_debug.ProcessLocksList, &manager_cs_debug.ProcessLocksList }, + 0, 0, { (DWORD_PTR)(__FILE__ ": manager_cs") } +}; +static CRITICAL_SECTION manager_cs = { &manager_cs_debug, -1, 0, 0, 0, 0 }; + +static struct list controller_list = LIST_INIT( controller_list ); + +struct controller +{ + IGameController IGameController_iface; + IGameControllerBatteryInfo IGameControllerBatteryInfo_iface; + IInspectable *IInspectable_inner; + LONG ref; + + struct list entry; + IGameControllerProvider *provider; + ICustomGameControllerFactory *factory; +}; + +static inline struct controller *impl_from_IGameController( IGameController *iface ) +{ + return CONTAINING_RECORD( iface, struct controller, IGameController_iface ); +} + +static HRESULT WINAPI controller_QueryInterface( IGameController *iface, REFIID iid, void **out ) +{ + struct controller *impl = impl_from_IGameController( 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_IGameController )) + { + IInspectable_AddRef( (*out = &impl->IGameController_iface) ); + return S_OK; + } + + if (IsEqualGUID( iid, &IID_IGameControllerBatteryInfo )) + { + IInspectable_AddRef( (*out = &impl->IGameControllerBatteryInfo_iface) ); + return S_OK; + } + + return IInspectable_QueryInterface( impl->IInspectable_inner, iid, out ); +} + +static ULONG WINAPI controller_AddRef( IGameController *iface ) +{ + struct controller *impl = impl_from_IGameController( iface ); + ULONG ref = InterlockedIncrement( &impl->ref ); + TRACE( "iface %p increasing refcount to %lu.\n", iface, ref ); + return ref; +} + +static ULONG WINAPI controller_Release( IGameController *iface ) +{ + struct controller *impl = impl_from_IGameController( iface ); + ULONG ref = InterlockedDecrement( &impl->ref ); + + TRACE( "iface %p decreasing refcount to %lu.\n", iface, ref ); + + if (!ref) + { + InterlockedIncrement( &impl->ref ); + IInspectable_Release( impl->IInspectable_inner ); + ICustomGameControllerFactory_Release( impl->factory ); + IGameControllerProvider_Release( impl->provider ); + list_remove( &impl->entry ); + free( impl ); + } + + return ref; +} + +static HRESULT WINAPI controller_GetIids( IGameController *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( IGameController *iface, HSTRING *class_name ) +{ + struct controller *impl = impl_from_IGameController( iface ); + return IInspectable_GetRuntimeClassName( impl->IInspectable_inner, class_name ); +} + +static HRESULT WINAPI controller_GetTrustLevel( IGameController *iface, TrustLevel *trust_level ) +{ + struct controller *impl = impl_from_IGameController( iface ); + return IInspectable_GetTrustLevel( impl->IInspectable_inner, trust_level ); +} + +static HRESULT WINAPI controller_add_HeadsetConnected( IGameController *iface, ITypedEventHandler_IGameController_Headset *handler, + EventRegistrationToken *token ) +{ + FIXME( "iface %p, handler %p, token %p stub!\n", iface, handler, token ); + return E_NOTIMPL; +} + +static HRESULT WINAPI controller_remove_HeadsetConnected( IGameController *iface, EventRegistrationToken token ) +{ + FIXME( "iface %p, token %I64x stub!\n", iface, token.value ); + return E_NOTIMPL; +} + +static HRESULT WINAPI controller_add_HeadsetDisconnected( IGameController *iface, ITypedEventHandler_IGameController_Headset *handler, + EventRegistrationToken *token ) +{ + FIXME( "iface %p, handler %p, token %p stub!\n", iface, handler, token ); + return E_NOTIMPL; +} + +static HRESULT WINAPI controller_remove_HeadsetDisconnected( IGameController *iface, EventRegistrationToken token ) +{ + FIXME( "iface %p, token %I64x stub!\n", iface, token.value ); + return E_NOTIMPL; +} + +static HRESULT WINAPI controller_add_UserChanged( IGameController *iface, + ITypedEventHandler_IGameController_UserChangedEventArgs *handler, + EventRegistrationToken *token ) +{ + FIXME( "iface %p, handler %p, token %p stub!\n", iface, handler, token ); + return E_NOTIMPL; +} + +static HRESULT WINAPI controller_remove_UserChanged( IGameController *iface, EventRegistrationToken token ) +{ + FIXME( "iface %p, token %I64x stub!\n", iface, token.value ); + return E_NOTIMPL; +} + +static HRESULT WINAPI controller_get_Headset( IGameController *iface, IHeadset **value ) +{ + FIXME( "iface %p, value %p stub!\n", iface, value ); + return E_NOTIMPL; +} + +static HRESULT WINAPI controller_get_IsWireless( IGameController *iface, boolean *value ) +{ + FIXME( "iface %p, value %p stub!\n", iface, value ); + return E_NOTIMPL; +} + +static HRESULT WINAPI controller_get_User( IGameController *iface, __x_ABI_CWindows_CSystem_CIUser **value ) +{ + FIXME( "iface %p, value %p stub!\n", iface, value ); + return E_NOTIMPL; +} + +static const struct IGameControllerVtbl controller_vtbl = +{ + controller_QueryInterface, + controller_AddRef, + controller_Release, + /* IInspectable methods */ + controller_GetIids, + controller_GetRuntimeClassName, + controller_GetTrustLevel, + /* IGameController methods */ + controller_add_HeadsetConnected, + controller_remove_HeadsetConnected, + controller_add_HeadsetDisconnected, + controller_remove_HeadsetDisconnected, + controller_add_UserChanged, + controller_remove_UserChanged, + controller_get_Headset, + controller_get_IsWireless, + controller_get_User, +}; + +DEFINE_IINSPECTABLE( battery, IGameControllerBatteryInfo, struct controller, IGameController_iface ) + +static HRESULT WINAPI battery_TryGetBatteryReport( IGameControllerBatteryInfo *iface, IBatteryReport **value ) +{ + FIXME( "iface %p, value %p stub!\n", iface, value ); + return E_NOTIMPL; +} + +static const struct IGameControllerBatteryInfoVtbl battery_vtbl = +{ + battery_QueryInterface, + battery_AddRef, + battery_Release, + /* IInspectable methods */ + battery_GetIids, + battery_GetRuntimeClassName, + battery_GetTrustLevel, + /* IGameControllerBatteryInfo methods */ + battery_TryGetBatteryReport, +}; + struct manager_statics { IActivationFactory IActivationFactory_iface; @@ -200,12 +399,85 @@ static struct manager_statics manager_statics =
IActivationFactory *manager_factory = &manager_statics.IActivationFactory_iface;
+static HRESULT controller_create( ICustomGameControllerFactory *factory, IGameControllerProvider *provider, + struct controller **out ) +{ + IGameControllerImpl *inner_impl; + struct controller *impl; + HRESULT hr; + + if (!(impl = malloc(sizeof(*impl)))) return E_OUTOFMEMORY; + impl->IGameController_iface.lpVtbl = &controller_vtbl; + impl->IGameControllerBatteryInfo_iface.lpVtbl = &battery_vtbl; + impl->ref = 1; + + if (FAILED(hr = ICustomGameControllerFactory_CreateGameController( factory, provider, &impl->IInspectable_inner ))) + WARN( "Failed to create game controller, hr %#lx\n", hr ); + else if (FAILED(hr = IInspectable_QueryInterface( impl->IInspectable_inner, &IID_IGameControllerImpl, (void **)&inner_impl ))) + WARN( "Failed to find IGameControllerImpl iface, hr %#lx\n", hr ); + else + { + if (FAILED(hr = IGameControllerImpl_Initialize( inner_impl, &impl->IGameController_iface, provider ))) + WARN( "Failed to initialize game controller, hr %#lx\n", hr ); + IGameControllerImpl_Release( inner_impl ); + } + + if (FAILED(hr)) + { + if (impl->IInspectable_inner) IInspectable_Release( impl->IInspectable_inner ); + free( impl ); + return hr; + } + + ICustomGameControllerFactory_AddRef( (impl->factory = factory) ); + IGameControllerProvider_AddRef( (impl->provider = provider) ); + + EnterCriticalSection( &manager_cs ); + list_add_tail( &controller_list, &impl->entry ); + LeaveCriticalSection( &manager_cs ); + + *out = impl; + return S_OK; +} + void manager_on_provider_created( IGameControllerProvider *provider ) { - FIXME( "provider %p stub!\n", provider ); + struct controller *entries[16]; + ULONG i, count = 0; + HRESULT hr; + + TRACE( "provider %p\n", provider ); + + if (SUCCEEDED(controller_create( controller_factory, provider, entries + count ))) count++; + + EnterCriticalSection( &manager_cs ); + for (i = 0; i < count; ++i) + { + hr = ICustomGameControllerFactory_OnGameControllerAdded( entries[i]->factory, + &entries[i]->IGameController_iface ); + if (FAILED(hr)) IGameController_Release( &entries[i]->IGameController_iface ); + } + LeaveCriticalSection( &manager_cs ); }
void manager_on_provider_removed( IGameControllerProvider *provider ) { - FIXME( "provider %p stub!\n", provider ); + struct controller *entry, *next; + + TRACE( "provider %p\n", provider ); + + EnterCriticalSection( &manager_cs ); + LIST_FOR_EACH_ENTRY( entry, &controller_list, struct controller, entry ) + { + if (entry->provider != provider) continue; + ICustomGameControllerFactory_OnGameControllerRemoved( entry->factory, + &entry->IGameController_iface ); + } + + LIST_FOR_EACH_ENTRY_SAFE( entry, next, &controller_list, struct controller, entry ) + { + if (entry->provider != provider) continue; + IGameController_Release( &entry->IGameController_iface ); + } + LeaveCriticalSection( &manager_cs ); } diff --git a/dlls/windows.gaming.input/private.h b/dlls/windows.gaming.input/private.h index 24d0609aa7e..27dbdb8416c 100644 --- a/dlls/windows.gaming.input/private.h +++ b/dlls/windows.gaming.input/private.h @@ -31,6 +31,7 @@ #define WIDL_using_Windows_Foundation #define WIDL_using_Windows_Foundation_Collections #include "windows.foundation.h" +#define WIDL_using_Windows_Devices_Power #define WIDL_using_Windows_Gaming_Input #define WIDL_using_Windows_Gaming_Input_Custom #include "windows.gaming.input.custom.h"