[PATCH 6/6] windows.gaming.input: Implement Windows.Gaming.Input.ConditionForceEffect runtimeclass.
Rémi Bernon
wine at gitlab.winehq.org
Tue May 17 01:49:24 CDT 2022
From: Rémi Bernon <rbernon at codeweavers.com>
Signed-off-by: Rémi Bernon <rbernon at codeweavers.com>
---
dlls/dinput/tests/force_feedback.c | 3 -
dlls/windows.gaming.input/Makefile.in | 1 +
dlls/windows.gaming.input/condition_effect.c | 272 +++++++++++++++++++
dlls/windows.gaming.input/force_feedback.c | 18 ++
dlls/windows.gaming.input/main.c | 2 +
dlls/windows.gaming.input/private.h | 1 +
dlls/windows.gaming.input/provider.idl | 7 +
7 files changed, 301 insertions(+), 3 deletions(-)
create mode 100644 dlls/windows.gaming.input/condition_effect.c
diff --git a/dlls/dinput/tests/force_feedback.c b/dlls/dinput/tests/force_feedback.c
index 0ad85ba0cf4..696828df3fc 100644
--- a/dlls/dinput/tests/force_feedback.c
+++ b/dlls/dinput/tests/force_feedback.c
@@ -6197,10 +6197,8 @@ static void test_windows_gaming_input(void)
hr = pWindowsCreateString( condition_effect_class_name, wcslen( condition_effect_class_name ), &str );
ok( hr == S_OK, "WindowsCreateString returned %#lx\n", hr );
hr = pRoGetActivationFactory( str, &IID_IConditionForceEffectFactory, (void **)&condition_factory );
- todo_wine
ok( hr == S_OK, "RoGetActivationFactory returned %#lx\n", hr );
pWindowsDeleteString( str );
- if (hr != S_OK) goto skip_condition;
check_interface( condition_factory, &IID_IUnknown, TRUE );
check_interface( condition_factory, &IID_IInspectable, TRUE );
@@ -6296,7 +6294,6 @@ static void test_windows_gaming_input(void)
IConditionForceEffectFactory_Release( condition_factory );
-skip_condition:
hr = pWindowsCreateString( constant_effect_class_name, wcslen( constant_effect_class_name ), &str );
ok( hr == S_OK, "WindowsCreateString returned %#lx\n", hr );
hr = pRoGetActivationFactory( str, &IID_IActivationFactory, (void **)&activation_factory );
diff --git a/dlls/windows.gaming.input/Makefile.in b/dlls/windows.gaming.input/Makefile.in
index 3535b8ab365..3ec3dd0d864 100644
--- a/dlls/windows.gaming.input/Makefile.in
+++ b/dlls/windows.gaming.input/Makefile.in
@@ -3,6 +3,7 @@ IMPORTS = combase uuid user32 dinput8 setupapi hid
C_SRCS = \
async.c \
+ condition_effect.c \
constant_effect.c \
controller.c \
event_handlers.c \
diff --git a/dlls/windows.gaming.input/condition_effect.c b/dlls/windows.gaming.input/condition_effect.c
new file mode 100644
index 00000000000..dccc50bb48f
--- /dev/null
+++ b/dlls/windows.gaming.input/condition_effect.c
@@ -0,0 +1,272 @@
+/* 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 "provider.h"
+
+WINE_DEFAULT_DEBUG_CHANNEL(input);
+
+struct condition_effect
+{
+ IConditionForceEffect IConditionForceEffect_iface;
+ IWineForceFeedbackEffectImpl *IWineForceFeedbackEffectImpl_inner;
+ LONG ref;
+
+ ConditionForceEffectKind kind;
+};
+
+static inline struct condition_effect *impl_from_IConditionForceEffect( IConditionForceEffect *iface )
+{
+ return CONTAINING_RECORD( iface, struct condition_effect, IConditionForceEffect_iface );
+}
+
+static HRESULT WINAPI effect_QueryInterface( IConditionForceEffect *iface, REFIID iid, void **out )
+{
+ struct condition_effect *impl = impl_from_IConditionForceEffect( 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_IConditionForceEffect ))
+ {
+ IInspectable_AddRef( (*out = &impl->IConditionForceEffect_iface) );
+ return S_OK;
+ }
+
+ return IWineForceFeedbackEffectImpl_QueryInterface( impl->IWineForceFeedbackEffectImpl_inner, iid, out );
+}
+
+static ULONG WINAPI effect_AddRef( IConditionForceEffect *iface )
+{
+ struct condition_effect *impl = impl_from_IConditionForceEffect( iface );
+ ULONG ref = InterlockedIncrement( &impl->ref );
+ TRACE( "iface %p increasing refcount to %lu.\n", iface, ref );
+ return ref;
+}
+
+static ULONG WINAPI effect_Release( IConditionForceEffect *iface )
+{
+ struct condition_effect *impl = impl_from_IConditionForceEffect( iface );
+ ULONG ref = InterlockedDecrement( &impl->ref );
+
+ TRACE( "iface %p decreasing refcount to %lu.\n", iface, ref );
+
+ if (!ref)
+ {
+ /* guard against re-entry if inner releases an outer iface */
+ InterlockedIncrement( &impl->ref );
+ IWineForceFeedbackEffectImpl_Release( impl->IWineForceFeedbackEffectImpl_inner );
+ free( impl );
+ }
+
+ return ref;
+}
+
+static HRESULT WINAPI effect_GetIids( IConditionForceEffect *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 effect_GetRuntimeClassName( IConditionForceEffect *iface, HSTRING *class_name )
+{
+ return WindowsCreateString( RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConditionForceEffect,
+ ARRAY_SIZE(RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConditionForceEffect),
+ class_name );
+}
+
+static HRESULT WINAPI effect_GetTrustLevel( IConditionForceEffect *iface, TrustLevel *trust_level )
+{
+ FIXME( "iface %p, trust_level %p stub!\n", iface, trust_level );
+ return E_NOTIMPL;
+}
+
+static HRESULT WINAPI effect_get_Kind( IConditionForceEffect *iface, ConditionForceEffectKind *kind )
+{
+ struct condition_effect *impl = impl_from_IConditionForceEffect( iface );
+ TRACE( "iface %p, kind %p.\n", iface, kind );
+ *kind = impl->kind;
+ return S_OK;
+}
+
+static HRESULT WINAPI effect_SetParameters( IConditionForceEffect *iface, Vector3 direction, FLOAT positive_coeff, FLOAT negative_coeff,
+ FLOAT max_positive_magnitude, FLOAT max_negative_magnitude, FLOAT deadzone, FLOAT bias )
+{
+ FIXME( "iface %p, direction %s, positive_coeff %f, negative_coeff %f, max_positive_magnitude %f, max_negative_magnitude %f, deadzone %f, bias %f stub!\n",
+ iface, debugstr_vector3( &direction ), positive_coeff, negative_coeff, max_positive_magnitude, max_negative_magnitude, deadzone, bias );
+
+ return E_NOTIMPL;
+}
+
+static const struct IConditionForceEffectVtbl effect_vtbl =
+{
+ effect_QueryInterface,
+ effect_AddRef,
+ effect_Release,
+ /* IInspectable methods */
+ effect_GetIids,
+ effect_GetRuntimeClassName,
+ effect_GetTrustLevel,
+ /* IConditionForceEffect methods */
+ effect_get_Kind,
+ effect_SetParameters,
+};
+
+struct condition_factory
+{
+ IActivationFactory IActivationFactory_iface;
+ IConditionForceEffectFactory IConditionForceEffectFactory_iface;
+ LONG ref;
+};
+
+static inline struct condition_factory *impl_from_IActivationFactory( IActivationFactory *iface )
+{
+ return CONTAINING_RECORD( iface, struct condition_factory, IActivationFactory_iface );
+}
+
+static HRESULT WINAPI activation_QueryInterface( IActivationFactory *iface, REFIID iid, void **out )
+{
+ struct condition_factory *impl = impl_from_IActivationFactory( 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_IActivationFactory ))
+ {
+ IInspectable_AddRef( (*out = &impl->IActivationFactory_iface) );
+ return S_OK;
+ }
+
+ if (IsEqualGUID( iid, &IID_IConditionForceEffectFactory ))
+ {
+ IInspectable_AddRef( (*out = &impl->IConditionForceEffectFactory_iface) );
+ return S_OK;
+ }
+
+ FIXME( "%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid( iid ) );
+ *out = NULL;
+ return E_NOINTERFACE;
+}
+
+static ULONG WINAPI activation_AddRef( IActivationFactory *iface )
+{
+ struct condition_factory *impl = impl_from_IActivationFactory( iface );
+ ULONG ref = InterlockedIncrement( &impl->ref );
+ TRACE( "iface %p increasing refcount to %lu.\n", iface, ref );
+ return ref;
+}
+
+static ULONG WINAPI activation_Release( IActivationFactory *iface )
+{
+ struct condition_factory *impl = impl_from_IActivationFactory( iface );
+ ULONG ref = InterlockedDecrement( &impl->ref );
+ TRACE( "iface %p decreasing refcount to %lu.\n", iface, ref );
+ return ref;
+}
+
+static HRESULT WINAPI activation_GetIids( IActivationFactory *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 activation_GetRuntimeClassName( IActivationFactory *iface, HSTRING *class_name )
+{
+ FIXME( "iface %p, class_name %p stub!\n", iface, class_name );
+ return E_NOTIMPL;
+}
+
+static HRESULT WINAPI activation_GetTrustLevel( IActivationFactory *iface, TrustLevel *trust_level )
+{
+ FIXME( "iface %p, trust_level %p stub!\n", iface, trust_level );
+ return E_NOTIMPL;
+}
+
+static HRESULT WINAPI activation_ActivateInstance( IActivationFactory *iface, IInspectable **instance )
+{
+ FIXME( "iface %p, instance %p stub!\n", iface, instance );
+ return E_NOTIMPL;
+}
+
+static const struct IActivationFactoryVtbl activation_vtbl =
+{
+ activation_QueryInterface,
+ activation_AddRef,
+ activation_Release,
+ /* IInspectable methods */
+ activation_GetIids,
+ activation_GetRuntimeClassName,
+ activation_GetTrustLevel,
+ /* IActivationFactory methods */
+ activation_ActivateInstance,
+};
+
+DEFINE_IINSPECTABLE( factory, IConditionForceEffectFactory, struct condition_factory, IActivationFactory_iface )
+
+static HRESULT WINAPI factory_CreateInstance( IConditionForceEffectFactory *iface, enum ConditionForceEffectKind kind, IForceFeedbackEffect **out )
+{
+ enum WineForceFeedbackEffectType type = WineForceFeedbackEffectType_Condition + kind;
+ struct condition_effect *impl;
+ HRESULT hr;
+
+ TRACE( "iface %p, kind %u, out %p.\n", iface, kind, out );
+
+ if (!(impl = calloc( 1, sizeof(struct condition_effect) ))) return E_OUTOFMEMORY;
+ impl->IConditionForceEffect_iface.lpVtbl = &effect_vtbl;
+ impl->ref = 1;
+ impl->kind = kind;
+
+ if (FAILED(hr = force_feedback_effect_create( type, (IInspectable *)&impl->IConditionForceEffect_iface, &impl->IWineForceFeedbackEffectImpl_inner )) ||
+ FAILED(hr = IConditionForceEffect_QueryInterface( &impl->IConditionForceEffect_iface, &IID_IForceFeedbackEffect, (void **)out )))
+ {
+ if (impl->IWineForceFeedbackEffectImpl_inner) IWineForceFeedbackEffectImpl_Release( impl->IWineForceFeedbackEffectImpl_inner );
+ free( impl );
+ return hr;
+ }
+
+ IConditionForceEffect_Release( &impl->IConditionForceEffect_iface );
+ TRACE( "created ConditionForceEffect %p\n", *out );
+ return S_OK;
+}
+
+static const struct IConditionForceEffectFactoryVtbl factory_vtbl =
+{
+ factory_QueryInterface,
+ factory_AddRef,
+ factory_Release,
+ /* IInspectable methods */
+ factory_GetIids,
+ factory_GetRuntimeClassName,
+ factory_GetTrustLevel,
+ /* IConditionForceEffectFactory methods */
+ factory_CreateInstance,
+};
+
+static struct condition_factory condition_statics =
+{
+ {&activation_vtbl},
+ {&factory_vtbl},
+ 1,
+};
+
+IInspectable *condition_effect_factory = (IInspectable *)&condition_statics.IActivationFactory_iface;
diff --git a/dlls/windows.gaming.input/force_feedback.c b/dlls/windows.gaming.input/force_feedback.c
index 3621f245d21..f3b5f16f8c0 100644
--- a/dlls/windows.gaming.input/force_feedback.c
+++ b/dlls/windows.gaming.input/force_feedback.c
@@ -43,6 +43,7 @@ struct effect
LONG directions[3];
DICONSTANTFORCE constant_force;
DIRAMPFORCE ramp_force;
+ DICONDITION condition;
DIPERIODIC periodic;
DIEFFECT params;
};
@@ -206,6 +207,23 @@ HRESULT force_feedback_effect_create( enum WineForceFeedbackEffectType type, IIn
impl->params.lpvTypeSpecificParams = &impl->periodic;
impl->params.cbTypeSpecificParams = sizeof(impl->periodic);
break;
+
+ case WineForceFeedbackEffectType_Condition_Spring:
+ impl->type = GUID_Spring;
+ goto WineForceFeedbackEffectType_Condition;
+ case WineForceFeedbackEffectType_Condition_Damper:
+ impl->type = GUID_Damper;
+ goto WineForceFeedbackEffectType_Condition;
+ case WineForceFeedbackEffectType_Condition_Inertia:
+ impl->type = GUID_Inertia;
+ goto WineForceFeedbackEffectType_Condition;
+ case WineForceFeedbackEffectType_Condition_Friction:
+ impl->type = GUID_Friction;
+ goto WineForceFeedbackEffectType_Condition;
+ WineForceFeedbackEffectType_Condition:
+ impl->params.lpvTypeSpecificParams = &impl->condition;
+ impl->params.cbTypeSpecificParams = sizeof(impl->condition);
+ break;
}
impl->params.dwSize = sizeof(DIEFFECT);
diff --git a/dlls/windows.gaming.input/main.c b/dlls/windows.gaming.input/main.c
index e5f2f261eb4..a20630cd20b 100644
--- a/dlls/windows.gaming.input/main.c
+++ b/dlls/windows.gaming.input/main.c
@@ -191,6 +191,8 @@ HRESULT WINAPI DllGetActivationFactory( HSTRING class_str, IActivationFactory **
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;
diff --git a/dlls/windows.gaming.input/private.h b/dlls/windows.gaming.input/private.h
index 915695aa31b..f53d5b5bc37 100644
--- a/dlls/windows.gaming.input/private.h
+++ b/dlls/windows.gaming.input/private.h
@@ -52,6 +52,7 @@ extern IGameControllerFactoryManagerStatics2 *manager_factory;
extern IInspectable *constant_effect_factory;
extern IInspectable *ramp_effect_factory;
extern IInspectable *periodic_effect_factory;
+extern IInspectable *condition_effect_factory;
struct vector_iids
{
diff --git a/dlls/windows.gaming.input/provider.idl b/dlls/windows.gaming.input/provider.idl
index 9b9cda0ddc5..128e68893a9 100644
--- a/dlls/windows.gaming.input/provider.idl
+++ b/dlls/windows.gaming.input/provider.idl
@@ -62,6 +62,13 @@ namespace Windows.Gaming.Input.Custom {
Periodic_TriangleWave = 12,
Periodic_SawtoothWaveUp = 13,
Periodic_SawtoothWaveDown = 14,
+
+ Condition = 20,
+ /* same order as ConditionForceEffectKind */
+ Condition_Spring = 20,
+ Condition_Damper = 21,
+ Condition_Inertia = 22,
+ Condition_Friction = 23,
};
struct WineGameControllerState
--
GitLab
https://gitlab.winehq.org/wine/wine/-/merge_requests/81
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