d3d10/effect: Add support for 'imul' instruction.
[wine.git] / dlls / windows.gaming.input / private.h
blobf53d5b5bc37ef7a2689911550fb78678c8f74c3e
1 /* WinRT Windows.Gaming.Input implementation
3 * Copyright 2022 RĂ©mi Bernon for CodeWeavers
5 * This library is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU Lesser General Public
7 * License as published by the Free Software Foundation; either
8 * version 2.1 of the License, or (at your option) any later version.
10 * This library is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 * Lesser General Public License for more details.
15 * You should have received a copy of the GNU Lesser General Public
16 * License along with this library; if not, write to the Free Software
17 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
20 #include <stdarg.h>
21 #include <stddef.h>
23 #define COBJMACROS
24 #include "windef.h"
25 #include "winbase.h"
26 #include "winstring.h"
27 #include "objbase.h"
28 #include "dinput.h"
30 #include "activation.h"
32 #define WIDL_using_Windows_Foundation
33 #define WIDL_using_Windows_Foundation_Collections
34 #define WIDL_using_Windows_Foundation_Numerics
35 #include "windows.foundation.h"
36 #define WIDL_using_Windows_Devices_Power
37 #define WIDL_using_Windows_Gaming_Input
38 #define WIDL_using_Windows_Gaming_Input_Custom
39 #define WIDL_using_Windows_Gaming_Input_ForceFeedback
40 #include "windows.gaming.input.custom.h"
42 #include "wine/debug.h"
43 #include "wine/list.h"
45 #include "provider.h"
47 extern HINSTANCE windows_gaming_input;
48 extern ICustomGameControllerFactory *controller_factory;
49 extern ICustomGameControllerFactory *gamepad_factory;
50 extern ICustomGameControllerFactory *racing_wheel_factory;
51 extern IGameControllerFactoryManagerStatics2 *manager_factory;
52 extern IInspectable *constant_effect_factory;
53 extern IInspectable *ramp_effect_factory;
54 extern IInspectable *periodic_effect_factory;
55 extern IInspectable *condition_effect_factory;
57 struct vector_iids
59 const GUID *vector;
60 const GUID *view;
61 const GUID *iterable;
62 const GUID *iterator;
64 extern HRESULT vector_create( const struct vector_iids *iids, void **out );
66 extern void provider_create( const WCHAR *device_path );
67 extern void provider_remove( const WCHAR *device_path );
69 extern void manager_on_provider_created( IGameControllerProvider *provider );
70 extern void manager_on_provider_removed( IGameControllerProvider *provider );
72 extern HRESULT event_handlers_append( struct list *list, IEventHandler_IInspectable *handler, EventRegistrationToken *token );
73 extern HRESULT event_handlers_remove( struct list *list, EventRegistrationToken *token );
74 extern void event_handlers_notify( struct list *list, IInspectable *element );
76 extern HRESULT force_feedback_motor_create( IDirectInputDevice8W *device, IForceFeedbackMotor **out );
77 extern HRESULT force_feedback_effect_create( enum WineForceFeedbackEffectType type, IInspectable *outer, IWineForceFeedbackEffectImpl **out );
79 typedef HRESULT (WINAPI *async_operation_callback)( IUnknown *invoker, IUnknown *param, PROPVARIANT *result );
80 extern HRESULT async_operation_boolean_create( IUnknown *invoker, IUnknown *param, async_operation_callback callback,
81 IAsyncOperation_boolean **out );
82 extern HRESULT async_operation_effect_result_create( IUnknown *invoker, IUnknown *param, async_operation_callback callback,
83 IAsyncOperation_ForceFeedbackLoadEffectResult **out );
85 #define DEFINE_IINSPECTABLE_( pfx, iface_type, impl_type, impl_from, iface_mem, expr ) \
86 static inline impl_type *impl_from( iface_type *iface ) \
87 { \
88 return CONTAINING_RECORD( iface, impl_type, iface_mem ); \
89 } \
90 static HRESULT WINAPI pfx##_QueryInterface( iface_type *iface, REFIID iid, void **out ) \
91 { \
92 impl_type *impl = impl_from( iface ); \
93 return IInspectable_QueryInterface( (IInspectable *)(expr), iid, out ); \
94 } \
95 static ULONG WINAPI pfx##_AddRef( iface_type *iface ) \
96 { \
97 impl_type *impl = impl_from( iface ); \
98 return IInspectable_AddRef( (IInspectable *)(expr) ); \
99 } \
100 static ULONG WINAPI pfx##_Release( iface_type *iface ) \
102 impl_type *impl = impl_from( iface ); \
103 return IInspectable_Release( (IInspectable *)(expr) ); \
105 static HRESULT WINAPI pfx##_GetIids( iface_type *iface, ULONG *iid_count, IID **iids ) \
107 impl_type *impl = impl_from( iface ); \
108 return IInspectable_GetIids( (IInspectable *)(expr), iid_count, iids ); \
110 static HRESULT WINAPI pfx##_GetRuntimeClassName( iface_type *iface, HSTRING *class_name ) \
112 impl_type *impl = impl_from( iface ); \
113 return IInspectable_GetRuntimeClassName( (IInspectable *)(expr), class_name ); \
115 static HRESULT WINAPI pfx##_GetTrustLevel( iface_type *iface, TrustLevel *trust_level ) \
117 impl_type *impl = impl_from( iface ); \
118 return IInspectable_GetTrustLevel( (IInspectable *)(expr), trust_level ); \
120 #define DEFINE_IINSPECTABLE( pfx, iface_type, impl_type, base_iface ) \
121 DEFINE_IINSPECTABLE_( pfx, iface_type, impl_type, impl_from_##iface_type, iface_type##_iface, &impl->base_iface )
122 #define DEFINE_IINSPECTABLE_OUTER( pfx, iface_type, impl_type, outer_iface ) \
123 DEFINE_IINSPECTABLE_( pfx, iface_type, impl_type, impl_from_##iface_type, iface_type##_iface, impl->outer_iface )
125 static inline const char *debugstr_vector3( const Vector3 *vector )
127 if (!vector) return "(null)";
128 return wine_dbg_sprintf( "[%f, %f, %f]", vector->X, vector->Y, vector->Z );