Commit b98b9ce7 authored by Rémi Bernon's avatar Rémi Bernon Committed by Alexandre Julliard

windows.gaming.input: Implement CreateGameController for Gamepad runtimeclass.

parent 47610b54
......@@ -18,11 +18,190 @@
*/
#include "private.h"
#include "provider.h"
#include "wine/debug.h"
WINE_DEFAULT_DEBUG_CHANNEL(input);
struct gamepad
{
IGameControllerImpl IGameControllerImpl_iface;
IGameControllerInputSink IGameControllerInputSink_iface;
IGamepad IGamepad_iface;
IGameController *IGameController_outer;
LONG ref;
IGameControllerProvider *provider;
};
static inline struct gamepad *impl_from_IGameControllerImpl( IGameControllerImpl *iface )
{
return CONTAINING_RECORD( iface, struct gamepad, IGameControllerImpl_iface );
}
static HRESULT WINAPI controller_QueryInterface( IGameControllerImpl *iface, REFIID iid, void **out )
{
struct gamepad *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_IGamepad ))
{
IInspectable_AddRef( (*out = &impl->IGamepad_iface) );
return S_OK;
}
WARN( "%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid( iid ) );
*out = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI controller_AddRef( IGameControllerImpl *iface )
{
struct gamepad *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 gamepad *impl = impl_from_IGameControllerImpl( iface );
ULONG ref = InterlockedDecrement( &impl->ref );
TRACE( "iface %p decreasing refcount to %lu.\n", iface, ref );
if (!ref)
{
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_Gamepad,
ARRAY_SIZE(RuntimeClass_Windows_Gaming_Input_Gamepad),
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 gamepad *impl = impl_from_IGameControllerImpl( iface );
TRACE( "iface %p, outer %p, provider %p.\n", iface, outer, provider );
impl->IGameController_outer = outer;
IGameControllerProvider_AddRef( (impl->provider = provider) );
return S_OK;
}
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 gamepad, 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( gamepad, IGamepad, struct gamepad, IGameController_outer )
static HRESULT WINAPI gamepad_get_Vibration( IGamepad *iface, struct GamepadVibration *value )
{
FIXME( "iface %p, value %p stub!\n", iface, value );
return E_NOTIMPL;
}
static HRESULT WINAPI gamepad_put_Vibration( IGamepad *iface, struct GamepadVibration value )
{
FIXME( "iface %p, value %p stub!\n", iface, &value );
return E_NOTIMPL;
}
static HRESULT WINAPI gamepad_GetCurrentReading( IGamepad *iface, struct GamepadReading *value )
{
FIXME( "iface %p, value %p stub!\n", iface, value );
return E_NOTIMPL;}
static const struct IGamepadVtbl gamepad_vtbl =
{
gamepad_QueryInterface,
gamepad_AddRef,
gamepad_Release,
/* IInspectable methods */
gamepad_GetIids,
gamepad_GetRuntimeClassName,
gamepad_GetTrustLevel,
/* IGamepad methods */
gamepad_get_Vibration,
gamepad_put_Vibration,
gamepad_GetCurrentReading,
};
struct gamepad_statics
{
IActivationFactory IActivationFactory_iface;
......@@ -232,8 +411,20 @@ DEFINE_IINSPECTABLE( controller_factory, ICustomGameControllerFactory, struct ga
static HRESULT WINAPI controller_factory_CreateGameController( ICustomGameControllerFactory *iface, IGameControllerProvider *provider,
IInspectable **value )
{
FIXME( "iface %p, provider %p, value %p stub!\n", iface, provider, value );
return E_NOTIMPL;
struct gamepad *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->IGamepad_iface.lpVtbl = &gamepad_vtbl;
impl->ref = 1;
TRACE( "created Gamepad %p\n", impl );
*value = (IInspectable *)&impl->IGameControllerImpl_iface;
return S_OK;
}
static HRESULT WINAPI controller_factory_OnGameControllerAdded( ICustomGameControllerFactory *iface, IGameController *value )
......
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