mirror of
https://github.com/libsdl-org/SDL.git
synced 2026-03-16 13:47:28 +00:00
Added WGI gamepad added/removed listeners for RAWINPUT
This fixes WGI correlation on startup when the WGI gamepad list isn't populated yet (cherry picked from commitf047e178b6) (cherry picked from commitf8a0135edf)
This commit is contained in:
@@ -33,6 +33,7 @@
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#if SDL_JOYSTICK_RAWINPUT
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#include "SDL_atomic.h"
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#include "SDL_endian.h"
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#include "SDL_events.h"
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#include "SDL_hints.h"
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@@ -445,8 +446,86 @@ static struct
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SDL_bool need_device_list_update;
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int ref_count;
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__x_ABI_CWindows_CGaming_CInput_CIGamepadStatics *gamepad_statics;
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EventRegistrationToken gamepad_added_token;
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EventRegistrationToken gamepad_removed_token;
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} wgi_state;
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typedef struct GamepadDelegate
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{
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__FIEventHandler_1_Windows__CGaming__CInput__CGamepad iface;
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SDL_atomic_t refcount;
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} GamepadDelegate;
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static const IID IID_IEventHandler_Gamepad = { 0x8a7639ee, 0x624a, 0x501a, { 0xbb, 0x53, 0x56, 0x2d, 0x1e, 0xc1, 0x1b, 0x52 } };
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static HRESULT STDMETHODCALLTYPE IEventHandler_CGamepadVtbl_QueryInterface(__FIEventHandler_1_Windows__CGaming__CInput__CGamepad *This, REFIID riid, void **ppvObject)
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{
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if (ppvObject == NULL) {
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return E_INVALIDARG;
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}
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*ppvObject = NULL;
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if (WIN_IsEqualIID(riid, &IID_IUnknown) || WIN_IsEqualIID(riid, &IID_IAgileObject) || WIN_IsEqualIID(riid, &IID_IEventHandler_Gamepad)) {
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*ppvObject = This;
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__FIEventHandler_1_Windows__CGaming__CInput__CGamepad_AddRef(This);
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return S_OK;
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} else if (WIN_IsEqualIID(riid, &IID_IMarshal)) {
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/* This seems complicated. Let's hope it doesn't happen. */
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return E_OUTOFMEMORY;
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} else {
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return E_NOINTERFACE;
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}
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}
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static ULONG STDMETHODCALLTYPE IEventHandler_CGamepadVtbl_AddRef(__FIEventHandler_1_Windows__CGaming__CInput__CGamepad *This)
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{
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GamepadDelegate *self = (GamepadDelegate *)This;
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return SDL_AtomicAdd(&self->refcount, 1) + 1UL;
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}
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static ULONG STDMETHODCALLTYPE IEventHandler_CGamepadVtbl_Release(__FIEventHandler_1_Windows__CGaming__CInput__CGamepad *This)
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{
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GamepadDelegate *self = (GamepadDelegate *)This;
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int rc = SDL_AtomicAdd(&self->refcount, -1) - 1;
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/* Should never free the static delegate objects */
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SDL_assert(rc > 0);
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return rc;
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}
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static HRESULT STDMETHODCALLTYPE IEventHandler_CGamepadVtbl_InvokeAdded(__FIEventHandler_1_Windows__CGaming__CInput__CGamepad *This, IInspectable *sender, __x_ABI_CWindows_CGaming_CInput_CIGamepad *e)
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{
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wgi_state.need_device_list_update = SDL_TRUE;
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return S_OK;
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}
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static HRESULT STDMETHODCALLTYPE IEventHandler_CGamepadVtbl_InvokeRemoved(__FIEventHandler_1_Windows__CGaming__CInput__CGamepad *This, IInspectable *sender, __x_ABI_CWindows_CGaming_CInput_CIGamepad *e)
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{
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wgi_state.need_device_list_update = SDL_TRUE;
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return S_OK;
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}
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static __FIEventHandler_1_Windows__CGaming__CInput__CGamepadVtbl gamepad_added_vtbl = {
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IEventHandler_CGamepadVtbl_QueryInterface,
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IEventHandler_CGamepadVtbl_AddRef,
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IEventHandler_CGamepadVtbl_Release,
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IEventHandler_CGamepadVtbl_InvokeAdded
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};
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static GamepadDelegate gamepad_added = {
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{ &gamepad_added_vtbl },
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{ 1 }
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};
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static __FIEventHandler_1_Windows__CGaming__CInput__CGamepadVtbl gamepad_removed_vtbl = {
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IEventHandler_CGamepadVtbl_QueryInterface,
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IEventHandler_CGamepadVtbl_AddRef,
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IEventHandler_CGamepadVtbl_Release,
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IEventHandler_CGamepadVtbl_InvokeRemoved
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};
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static GamepadDelegate gamepad_removed = {
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{ &gamepad_removed_vtbl },
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{ 1 }
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};
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static void RAWINPUT_MarkWindowsGamingInputSlotUsed(WindowsGamingInputGamepadState *wgi_slot, RAWINPUT_DeviceContext *ctx)
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{
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wgi_slot->used = SDL_TRUE;
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@@ -568,7 +647,6 @@ static void RAWINPUT_InitWindowsGamingInput(RAWINPUT_DeviceContext *ctx)
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return;
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}
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wgi_state.need_device_list_update = SDL_TRUE;
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wgi_state.ref_count++;
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if (!wgi_state.initialized) {
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static const IID SDL_IID_IGamepadStatics = { 0x8BBCE529, 0xD49C, 0x39E9, { 0x95, 0x60, 0xE4, 0x7D, 0xDE, 0x96, 0xB7, 0xC8 } };
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@@ -600,6 +678,20 @@ static void RAWINPUT_InitWindowsGamingInput(RAWINPUT_DeviceContext *ctx)
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if (SUCCEEDED(hr)) {
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RoGetActivationFactoryFunc(hNamespaceString, &SDL_IID_IGamepadStatics, (void **)&wgi_state.gamepad_statics);
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}
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if (wgi_state.gamepad_statics) {
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wgi_state.need_device_list_update = SDL_TRUE;
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hr = __x_ABI_CWindows_CGaming_CInput_CIGamepadStatics_add_GamepadAdded(wgi_state.gamepad_statics, &gamepad_added.iface, &wgi_state.gamepad_added_token);
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if (!SUCCEEDED(hr)) {
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SDL_SetError("add_GamepadAdded() failed: 0x%lx\n", hr);
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}
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hr = __x_ABI_CWindows_CGaming_CInput_CIGamepadStatics_add_GamepadRemoved(wgi_state.gamepad_statics, &gamepad_removed.iface, &wgi_state.gamepad_removed_token);
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if (!SUCCEEDED(hr)) {
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SDL_SetError("add_GamepadRemoved() failed: 0x%lx\n", hr);
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}
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}
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}
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}
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}
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@@ -647,7 +739,6 @@ static SDL_bool RAWINPUT_GuessWindowsGamingInputSlot(const WindowsMatchState *st
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static void RAWINPUT_QuitWindowsGamingInput(RAWINPUT_DeviceContext *ctx)
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{
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wgi_state.need_device_list_update = SDL_TRUE;
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--wgi_state.ref_count;
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if (!wgi_state.ref_count && wgi_state.initialized) {
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int ii;
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@@ -660,6 +751,8 @@ static void RAWINPUT_QuitWindowsGamingInput(RAWINPUT_DeviceContext *ctx)
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}
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wgi_state.per_gamepad_count = 0;
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if (wgi_state.gamepad_statics) {
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__x_ABI_CWindows_CGaming_CInput_CIGamepadStatics_remove_GamepadAdded(wgi_state.gamepad_statics, wgi_state.gamepad_added_token);
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__x_ABI_CWindows_CGaming_CInput_CIGamepadStatics_remove_GamepadRemoved(wgi_state.gamepad_statics, wgi_state.gamepad_removed_token);
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__x_ABI_CWindows_CGaming_CInput_CIGamepadStatics_Release(wgi_state.gamepad_statics);
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wgi_state.gamepad_statics = NULL;
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}
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@@ -921,9 +1014,6 @@ SDL_bool RAWINPUT_IsDevicePresent(Uint16 vendor_id, Uint16 product_id, Uint16 ve
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#ifdef SDL_JOYSTICK_RAWINPUT_XINPUT
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xinput_device_change = SDL_TRUE;
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#endif
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#ifdef SDL_JOYSTICK_RAWINPUT_WGI
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wgi_state.need_device_list_update = SDL_TRUE;
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#endif
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device = SDL_RAWINPUT_devices;
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while (device) {
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@@ -214,46 +214,6 @@ static SDL_bool SDL_IsXInputDevice(Uint16 vendor, Uint16 product)
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return SDL_FALSE;
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}
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typedef struct RawGameControllerDelegate
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{
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__FIEventHandler_1_Windows__CGaming__CInput__CRawGameController iface;
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SDL_atomic_t refcount;
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} RawGameControllerDelegate;
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static HRESULT STDMETHODCALLTYPE IEventHandler_CRawGameControllerVtbl_QueryInterface(__FIEventHandler_1_Windows__CGaming__CInput__CRawGameController *This, REFIID riid, void **ppvObject)
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{
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if (ppvObject == NULL) {
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return E_INVALIDARG;
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}
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*ppvObject = NULL;
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if (WIN_IsEqualIID(riid, &IID_IUnknown) || WIN_IsEqualIID(riid, &IID_IAgileObject) || WIN_IsEqualIID(riid, &IID_IEventHandler_RawGameController)) {
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*ppvObject = This;
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__x_ABI_CWindows_CGaming_CInput_CIRawGameControllerStatics_AddRef(This);
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return S_OK;
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} else if (WIN_IsEqualIID(riid, &IID_IMarshal)) {
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/* This seems complicated. Let's hope it doesn't happen. */
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return E_OUTOFMEMORY;
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} else {
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return E_NOINTERFACE;
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}
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}
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static ULONG STDMETHODCALLTYPE IEventHandler_CRawGameControllerVtbl_AddRef(__FIEventHandler_1_Windows__CGaming__CInput__CRawGameController *This)
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{
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RawGameControllerDelegate *self = (RawGameControllerDelegate *)This;
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return SDL_AtomicAdd(&self->refcount, 1) + 1UL;
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}
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static ULONG STDMETHODCALLTYPE IEventHandler_CRawGameControllerVtbl_Release(__FIEventHandler_1_Windows__CGaming__CInput__CRawGameController *This)
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{
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RawGameControllerDelegate *self = (RawGameControllerDelegate *)This;
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int rc = SDL_AtomicAdd(&self->refcount, -1) - 1;
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/* Should never free the static delegate objects */
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SDL_assert(rc > 0);
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return rc;
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}
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static void WGI_LoadRawGameControllerStatics()
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{
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WindowsCreateStringReference_t WindowsCreateStringReferenceFunc = NULL;
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@@ -384,6 +344,46 @@ static SDL_JoystickType GetGameControllerType(__x_ABI_CWindows_CGaming_CInput_CI
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return SDL_JOYSTICK_TYPE_UNKNOWN;
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}
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typedef struct RawGameControllerDelegate
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{
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__FIEventHandler_1_Windows__CGaming__CInput__CRawGameController iface;
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SDL_atomic_t refcount;
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} RawGameControllerDelegate;
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static HRESULT STDMETHODCALLTYPE IEventHandler_CRawGameControllerVtbl_QueryInterface(__FIEventHandler_1_Windows__CGaming__CInput__CRawGameController *This, REFIID riid, void **ppvObject)
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{
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if (ppvObject == NULL) {
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return E_INVALIDARG;
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}
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*ppvObject = NULL;
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if (WIN_IsEqualIID(riid, &IID_IUnknown) || WIN_IsEqualIID(riid, &IID_IAgileObject) || WIN_IsEqualIID(riid, &IID_IEventHandler_RawGameController)) {
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*ppvObject = This;
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__FIEventHandler_1_Windows__CGaming__CInput__CRawGameController_AddRef(This);
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return S_OK;
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} else if (WIN_IsEqualIID(riid, &IID_IMarshal)) {
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/* This seems complicated. Let's hope it doesn't happen. */
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return E_OUTOFMEMORY;
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} else {
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return E_NOINTERFACE;
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}
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}
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static ULONG STDMETHODCALLTYPE IEventHandler_CRawGameControllerVtbl_AddRef(__FIEventHandler_1_Windows__CGaming__CInput__CRawGameController *This)
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{
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RawGameControllerDelegate *self = (RawGameControllerDelegate *)This;
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return SDL_AtomicAdd(&self->refcount, 1) + 1UL;
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}
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static ULONG STDMETHODCALLTYPE IEventHandler_CRawGameControllerVtbl_Release(__FIEventHandler_1_Windows__CGaming__CInput__CRawGameController *This)
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{
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RawGameControllerDelegate *self = (RawGameControllerDelegate *)This;
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int rc = SDL_AtomicAdd(&self->refcount, -1) - 1;
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/* Should never free the static delegate objects */
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SDL_assert(rc > 0);
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return rc;
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}
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static HRESULT STDMETHODCALLTYPE IEventHandler_CRawGameControllerVtbl_InvokeAdded(__FIEventHandler_1_Windows__CGaming__CInput__CRawGameController *This, IInspectable *sender, __x_ABI_CWindows_CGaming_CInput_CIRawGameController *e)
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{
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HRESULT hr;
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