[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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