[PATCH 3/6] windows.gaming.input: Implement ForceFeedbackMotor stub runtimeclass.

Rémi Bernon rbernon at codeweavers.com
Mon Apr 25 07:56:17 CDT 2022


And create it for RawGameController and RacingWheel motors.

Signed-off-by: Rémi Bernon <rbernon at codeweavers.com>
---
 dlls/dinput/tests/force_feedback.c         |   6 +-
 dlls/windows.gaming.input/Makefile.in      |   1 +
 dlls/windows.gaming.input/controller.c     |  11 +-
 dlls/windows.gaming.input/force_feedback.c | 227 +++++++++++++++++++++
 dlls/windows.gaming.input/private.h        |   3 +
 dlls/windows.gaming.input/provider.c       |  16 ++
 dlls/windows.gaming.input/provider.idl     |   3 +
 dlls/windows.gaming.input/racing_wheel.c   |   7 +-
 8 files changed, 267 insertions(+), 7 deletions(-)
 create mode 100644 dlls/windows.gaming.input/force_feedback.c

diff --git a/dlls/dinput/tests/force_feedback.c b/dlls/dinput/tests/force_feedback.c
index 9880b65aca2..a11bd3420e9 100644
--- a/dlls/dinput/tests/force_feedback.c
+++ b/dlls/dinput/tests/force_feedback.c
@@ -5289,13 +5289,10 @@ static void test_windows_gaming_input(void)
 
     hr = IVectorView_ForceFeedbackMotor_get_Size( motors_view, &size );
     ok( hr == S_OK, "get_Size returned %#lx\n", hr );
-    todo_wine
     ok( size == 1, "got size %u\n", size );
     hr = IVectorView_ForceFeedbackMotor_GetAt( motors_view, 0, &motor );
-    todo_wine
     ok( hr == S_OK, "GetAt returned %#lx\n", hr );
     IVectorView_ForceFeedbackMotor_Release( motors_view );
-    if (hr != S_OK) goto skip_tests;
 
     check_interface( motor, &IID_IUnknown, TRUE );
     check_interface( motor, &IID_IInspectable, TRUE );
@@ -5356,6 +5353,7 @@ static void test_windows_gaming_input(void)
     todo_wine
     ok( hr == S_OK, "TryDisableAsync returned %#lx\n", hr );
     wait_hid_expect_( __FILE__, __LINE__, file, 100, TRUE );
+    if (hr != S_OK) goto skip_tests;
     check_bool_async( bool_async, 1, Completed, S_OK, TRUE );
 
     check_interface( bool_async, &IID_IUnknown, TRUE );
@@ -5529,9 +5527,9 @@ static void test_windows_gaming_input(void)
     IAsyncOperation_boolean_Release( bool_async );
 
 
+skip_tests:
     IForceFeedbackMotor_Release( motor );
 
-skip_tests:
     IRawGameController_Release( raw_controller );
 
     CloseHandle( file );
diff --git a/dlls/windows.gaming.input/Makefile.in b/dlls/windows.gaming.input/Makefile.in
index 1e0ce5c360c..b9a56992142 100644
--- a/dlls/windows.gaming.input/Makefile.in
+++ b/dlls/windows.gaming.input/Makefile.in
@@ -4,6 +4,7 @@ IMPORTS = combase uuid user32 dinput8 setupapi hid
 C_SRCS = \
 	controller.c \
 	event_handlers.c \
+	force_feedback.c \
 	gamepad.c \
 	main.c \
 	manager.c \
diff --git a/dlls/windows.gaming.input/controller.c b/dlls/windows.gaming.input/controller.c
index d68da6b3142..e372ea6c9bf 100644
--- a/dlls/windows.gaming.input/controller.c
+++ b/dlls/windows.gaming.input/controller.c
@@ -236,13 +236,22 @@ static HRESULT WINAPI raw_controller_get_ForceFeedbackMotors( IRawGameController
         .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;
-    hr = IVector_ForceFeedbackMotor_GetView( vector, value );
+
+    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;
diff --git a/dlls/windows.gaming.input/force_feedback.c b/dlls/windows.gaming.input/force_feedback.c
new file mode 100644
index 00000000000..24617d16733
--- /dev/null
+++ b/dlls/windows.gaming.input/force_feedback.c
@@ -0,0 +1,227 @@
+/* WinRT Windows.Gaming.Input implementation
+ *
+ * Copyright 2022 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 "ddk/hidsdi.h"
+#include "dinput.h"
+#include "hidusage.h"
+
+#include "wine/debug.h"
+
+WINE_DEFAULT_DEBUG_CHANNEL(input);
+
+struct motor
+{
+    IForceFeedbackMotor IForceFeedbackMotor_iface;
+    LONG ref;
+
+    IDirectInputDevice8W *device;
+};
+
+static inline struct motor *impl_from_IForceFeedbackMotor( IForceFeedbackMotor *iface )
+{
+    return CONTAINING_RECORD( iface, struct motor, IForceFeedbackMotor_iface );
+}
+
+static HRESULT WINAPI motor_QueryInterface( IForceFeedbackMotor *iface, REFIID iid, void **out )
+{
+    struct motor *impl = impl_from_IForceFeedbackMotor( 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_IForceFeedbackMotor ))
+    {
+        IInspectable_AddRef( (*out = &impl->IForceFeedbackMotor_iface) );
+        return S_OK;
+    }
+
+    FIXME( "%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid( iid ) );
+    *out = NULL;
+    return E_NOINTERFACE;
+}
+
+static ULONG WINAPI motor_AddRef( IForceFeedbackMotor *iface )
+{
+    struct motor *impl = impl_from_IForceFeedbackMotor( iface );
+    ULONG ref = InterlockedIncrement( &impl->ref );
+    TRACE( "iface %p increasing refcount to %lu.\n", iface, ref );
+    return ref;
+}
+
+static ULONG WINAPI motor_Release( IForceFeedbackMotor *iface )
+{
+    struct motor *impl = impl_from_IForceFeedbackMotor( iface );
+    ULONG ref = InterlockedDecrement( &impl->ref );
+
+    TRACE( "iface %p decreasing refcount to %lu.\n", iface, ref );
+
+    if (!ref)
+    {
+        IDirectInputDevice8_Release( impl->device );
+        free( impl );
+    }
+
+    return ref;
+}
+
+static HRESULT WINAPI motor_GetIids( IForceFeedbackMotor *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 motor_GetRuntimeClassName( IForceFeedbackMotor *iface, HSTRING *class_name )
+{
+    return WindowsCreateString( RuntimeClass_Windows_Gaming_Input_ForceFeedback_ForceFeedbackMotor,
+                                ARRAY_SIZE(RuntimeClass_Windows_Gaming_Input_ForceFeedback_ForceFeedbackMotor),
+                                class_name );
+}
+
+static HRESULT WINAPI motor_GetTrustLevel( IForceFeedbackMotor *iface, TrustLevel *trust_level )
+{
+    FIXME( "iface %p, trust_level %p stub!\n", iface, trust_level );
+    return E_NOTIMPL;
+}
+
+static HRESULT WINAPI motor_get_AreEffectsPaused( IForceFeedbackMotor *iface, BOOLEAN *value )
+{
+    FIXME( "iface %p, value %p stub!\n", iface, value );
+    return E_NOTIMPL;
+}
+
+static HRESULT WINAPI motor_get_MasterGain( IForceFeedbackMotor *iface, double *value )
+{
+    FIXME( "iface %p, value %p stub!\n", iface, value );
+    return E_NOTIMPL;
+}
+
+static HRESULT WINAPI motor_put_MasterGain( IForceFeedbackMotor *iface, double value )
+{
+    FIXME( "iface %p, value %#I64x stub!\n", iface, *(UINT64 *)&value );
+    return E_NOTIMPL;
+}
+
+static HRESULT WINAPI motor_get_IsEnabled( IForceFeedbackMotor *iface, BOOLEAN *value )
+{
+    FIXME( "iface %p, value %p stub!\n", iface, value );
+    return E_NOTIMPL;
+}
+
+static HRESULT WINAPI motor_get_SupportedAxes( IForceFeedbackMotor *iface, enum ForceFeedbackEffectAxes *value )
+{
+    FIXME( "iface %p, value %p stub!\n", iface, value );
+    return E_NOTIMPL;
+}
+
+static HRESULT WINAPI motor_LoadEffectAsync( IForceFeedbackMotor *iface, IForceFeedbackEffect *effect,
+                                             IAsyncOperation_ForceFeedbackLoadEffectResult **async_op )
+{
+    FIXME( "iface %p, effect %p, async_op %p stub!\n", iface, effect, async_op );
+    return E_NOTIMPL;
+}
+
+static HRESULT WINAPI motor_PauseAllEffects( IForceFeedbackMotor *iface )
+{
+    FIXME( "iface %p stub!\n", iface );
+    return E_NOTIMPL;
+}
+
+static HRESULT WINAPI motor_ResumeAllEffects( IForceFeedbackMotor *iface )
+{
+    FIXME( "iface %p stub!\n", iface );
+    return E_NOTIMPL;
+}
+
+static HRESULT WINAPI motor_StopAllEffects( IForceFeedbackMotor *iface )
+{
+    FIXME( "iface %p stub!\n", iface );
+    return E_NOTIMPL;
+}
+
+static HRESULT WINAPI motor_TryDisableAsync( IForceFeedbackMotor *iface, IAsyncOperation_boolean **async_op )
+{
+    FIXME( "iface %p, async_op %p stub!\n", iface, async_op );
+    return E_NOTIMPL;
+}
+
+static HRESULT WINAPI motor_TryEnableAsync( IForceFeedbackMotor *iface, IAsyncOperation_boolean **async_op )
+{
+    FIXME( "iface %p, async_op %p stub!\n", iface, async_op );
+    return E_NOTIMPL;
+}
+
+static HRESULT WINAPI motor_TryResetAsync( IForceFeedbackMotor *iface, IAsyncOperation_boolean **async_op )
+{
+    FIXME( "iface %p, async_op %p stub!\n", iface, async_op );
+    return E_NOTIMPL;
+}
+
+static HRESULT WINAPI motor_TryUnloadEffectAsync( IForceFeedbackMotor *iface, IForceFeedbackEffect *effect,
+                                                  IAsyncOperation_boolean **async_op )
+{
+    FIXME( "iface %p, effect %p, async_op %p stub!\n", iface, effect, async_op );
+    return E_NOTIMPL;
+}
+
+static const struct IForceFeedbackMotorVtbl motor_vtbl =
+{
+    motor_QueryInterface,
+    motor_AddRef,
+    motor_Release,
+    /* IInspectable methods */
+    motor_GetIids,
+    motor_GetRuntimeClassName,
+    motor_GetTrustLevel,
+    /* IForceFeedbackMotor methods */
+    motor_get_AreEffectsPaused,
+    motor_get_MasterGain,
+    motor_put_MasterGain,
+    motor_get_IsEnabled,
+    motor_get_SupportedAxes,
+    motor_LoadEffectAsync,
+    motor_PauseAllEffects,
+    motor_ResumeAllEffects,
+    motor_StopAllEffects,
+    motor_TryDisableAsync,
+    motor_TryEnableAsync,
+    motor_TryResetAsync,
+    motor_TryUnloadEffectAsync,
+};
+
+HRESULT force_feedback_motor_create( IDirectInputDevice8W *device, IForceFeedbackMotor **out )
+{
+    struct motor *impl;
+
+    TRACE( "device %p, out %p\n", device, out );
+
+    if (!(impl = calloc( 1, sizeof(*impl) ))) return E_OUTOFMEMORY;
+    impl->IForceFeedbackMotor_iface.lpVtbl = &motor_vtbl;
+    impl->ref = 1;
+
+    IDirectInputDevice_AddRef( device );
+    impl->device = device;
+
+    *out = &impl->IForceFeedbackMotor_iface;
+    TRACE( "created ForceFeedbackMotor %p\n", *out );
+    return S_OK;
+}
diff --git a/dlls/windows.gaming.input/private.h b/dlls/windows.gaming.input/private.h
index 58b2040d3de..562a84d49ed 100644
--- a/dlls/windows.gaming.input/private.h
+++ b/dlls/windows.gaming.input/private.h
@@ -25,6 +25,7 @@
 #include "winbase.h"
 #include "winstring.h"
 #include "objbase.h"
+#include "dinput.h"
 
 #include "activation.h"
 
@@ -64,6 +65,8 @@ extern HRESULT event_handlers_append( struct list *list, IEventHandler_IInspecta
 extern HRESULT event_handlers_remove( struct list *list, EventRegistrationToken *token );
 extern void event_handlers_notify( struct list *list, IInspectable *element );
 
+extern HRESULT force_feedback_motor_create( IDirectInputDevice8W *device, IForceFeedbackMotor **out );
+
 #define DEFINE_IINSPECTABLE_( pfx, iface_type, impl_type, impl_from, iface_mem, expr )             \
     static inline impl_type *impl_from( iface_type *iface )                                        \
     {                                                                                              \
diff --git a/dlls/windows.gaming.input/provider.c b/dlls/windows.gaming.input/provider.c
index 69098e8abb6..70900000eef 100644
--- a/dlls/windows.gaming.input/provider.c
+++ b/dlls/windows.gaming.input/provider.c
@@ -315,6 +315,21 @@ static HRESULT WINAPI wine_provider_put_Vibration( IWineGameControllerProvider *
     return S_OK;
 }
 
+static HRESULT WINAPI wine_provider_get_ForceFeedbackMotor( IWineGameControllerProvider *iface, IForceFeedbackMotor **value )
+{
+    struct provider *impl = impl_from_IWineGameControllerProvider( iface );
+    DIDEVCAPS caps = {.dwSize = sizeof(DIDEVCAPS)};
+    HRESULT hr;
+
+    TRACE( "iface %p, value %p.\n", iface, value );
+
+    if (SUCCEEDED(hr = IDirectInputDevice8_GetCapabilities( impl->dinput_device, &caps )) && (caps.dwFlags & DIDC_FORCEFEEDBACK))
+        return force_feedback_motor_create( impl->dinput_device, value );
+
+    *value = NULL;
+    return S_OK;
+}
+
 static const struct IWineGameControllerProviderVtbl wine_provider_vtbl =
 {
     wine_provider_QueryInterface,
@@ -332,6 +347,7 @@ static const struct IWineGameControllerProviderVtbl wine_provider_vtbl =
     wine_provider_get_State,
     wine_provider_get_Vibration,
     wine_provider_put_Vibration,
+    wine_provider_get_ForceFeedbackMotor,
 };
 
 DEFINE_IINSPECTABLE( game_provider, IGameControllerProvider, struct provider, IWineGameControllerProvider_iface )
diff --git a/dlls/windows.gaming.input/provider.idl b/dlls/windows.gaming.input/provider.idl
index 865a149eaa5..60eaab34506 100644
--- a/dlls/windows.gaming.input/provider.idl
+++ b/dlls/windows.gaming.input/provider.idl
@@ -29,6 +29,7 @@ import "windowscontracts.idl";
 import "windows.foundation.idl";
 import "windows.gaming.input.idl";
 import "windows.gaming.input.custom.idl";
+import "windows.gaming.input.forcefeedback.idl";
 
 namespace Windows.Gaming.Input.Custom {
     typedef enum WineGameControllerType WineGameControllerType;
@@ -85,6 +86,8 @@ namespace Windows.Gaming.Input.Custom {
         [propget] HRESULT State([out, retval] WineGameControllerState *state);
         [propget] HRESULT Vibration([out, retval] WineGameControllerVibration *vibration);
         [propput] HRESULT Vibration([in] WineGameControllerVibration vibration);
+
+        [propget] HRESULT ForceFeedbackMotor([out, retval] Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor **motor);
     }
 
     [
diff --git a/dlls/windows.gaming.input/racing_wheel.c b/dlls/windows.gaming.input/racing_wheel.c
index b4635d03153..4a494775dc2 100644
--- a/dlls/windows.gaming.input/racing_wheel.c
+++ b/dlls/windows.gaming.input/racing_wheel.c
@@ -245,8 +245,11 @@ static HRESULT WINAPI racing_wheel_get_MaxWheelAngle( IRacingWheel *iface, DOUBL
 
 static HRESULT WINAPI racing_wheel_get_WheelMotor( IRacingWheel *iface, IForceFeedbackMotor **value )
 {
-    FIXME( "iface %p, value %p stub!\n", iface, value );
-    return E_NOTIMPL;
+    struct racing_wheel *impl = impl_from_IRacingWheel( iface );
+
+    TRACE( "iface %p, value %p\n", iface, value );
+
+    return IWineGameControllerProvider_get_ForceFeedbackMotor( impl->wine_provider, value );
 }
 
 static HRESULT WINAPI racing_wheel_GetButtonLabel( IRacingWheel *iface, enum RacingWheelButtons button,
-- 
2.35.1




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