OLD | NEW |
1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. | 1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #include "content/browser/gamepad/platform_data_fetcher_win.h" | 5 #include "content/browser/gamepad/platform_data_fetcher_win.h" |
6 | 6 |
7 #include "base/debug/trace_event.h" | 7 #include "base/debug/trace_event.h" |
8 #include "content/common/gamepad_messages.h" | 8 #include "content/common/gamepad_messages.h" |
9 #include "content/common/gamepad_hardware_buffer.h" | 9 #include "content/common/gamepad_hardware_buffer.h" |
10 | 10 |
11 #if defined(_WIN32_WINNT_WIN8) | |
12 // The Windows 8 SDK defines FACILITY_VISUALCPP in winerror.h. | |
13 #undef FACILITY_VISUALCPP | |
14 #endif | |
15 #include <delayimp.h> | |
16 | |
17 #pragma comment(lib, "delayimp.lib") | |
18 #pragma comment(lib, "xinput.lib") | |
19 | |
20 namespace content { | 11 namespace content { |
21 | 12 |
22 using namespace WebKit; | 13 using namespace WebKit; |
23 | 14 |
24 namespace { | 15 namespace { |
25 | 16 |
26 // See http://goo.gl/5VSJR. These are not available in all versions of the | 17 // See http://goo.gl/5VSJR. These are not available in all versions of the |
27 // header, but they can be returned from the driver, so we define our own | 18 // header, but they can be returned from the driver, so we define our own |
28 // versions here. | 19 // versions here. |
29 static const BYTE kDeviceSubTypeGamepad = 1; | 20 static const BYTE kDeviceSubTypeGamepad = 1; |
(...skipping 20 matching lines...) Expand all Loading... |
50 case kDeviceSubTypeDancePad: return L"DANCE_PAD"; | 41 case kDeviceSubTypeDancePad: return L"DANCE_PAD"; |
51 case kDeviceSubTypeGuitar: return L"GUITAR"; | 42 case kDeviceSubTypeGuitar: return L"GUITAR"; |
52 case kDeviceSubTypeGuitarAlternate: return L"GUITAR_ALTERNATE"; | 43 case kDeviceSubTypeGuitarAlternate: return L"GUITAR_ALTERNATE"; |
53 case kDeviceSubTypeDrumKit: return L"DRUM_KIT"; | 44 case kDeviceSubTypeDrumKit: return L"DRUM_KIT"; |
54 case kDeviceSubTypeGuitarBass: return L"GUITAR_BASS"; | 45 case kDeviceSubTypeGuitarBass: return L"GUITAR_BASS"; |
55 case kDeviceSubTypeArcadePad: return L"ARCADE_PAD"; | 46 case kDeviceSubTypeArcadePad: return L"ARCADE_PAD"; |
56 default: return L"<UNKNOWN>"; | 47 default: return L"<UNKNOWN>"; |
57 } | 48 } |
58 } | 49 } |
59 | 50 |
60 // Trap only the exceptions that DELAYLOAD can throw, otherwise rethrow. | |
61 // See http://msdn.microsoft.com/en-us/library/1c9e046h(v=VS.90).aspx. | |
62 LONG WINAPI DelayLoadDllExceptionFilter(PEXCEPTION_POINTERS pExcPointers) { | |
63 LONG disposition = EXCEPTION_EXECUTE_HANDLER; | |
64 switch (pExcPointers->ExceptionRecord->ExceptionCode) { | |
65 case VcppException(ERROR_SEVERITY_ERROR, ERROR_MOD_NOT_FOUND): | |
66 case VcppException(ERROR_SEVERITY_ERROR, ERROR_PROC_NOT_FOUND): | |
67 break; | |
68 default: | |
69 // Exception is not related to delay loading. | |
70 disposition = EXCEPTION_CONTINUE_SEARCH; | |
71 break; | |
72 } | |
73 return disposition; | |
74 } | |
75 | |
76 bool EnableXInput() { | |
77 // We have specified DELAYLOAD for xinput1_3.dll. If the DLL is not | |
78 // installed (XP w/o DirectX redist installed), we disable functionality. | |
79 __try { | |
80 XInputEnable(true); | |
81 } __except(DelayLoadDllExceptionFilter(GetExceptionInformation())) { | |
82 return false; | |
83 } | |
84 return true; | |
85 } | |
86 | |
87 } // namespace | 51 } // namespace |
88 | 52 |
89 GamepadPlatformDataFetcherWin::GamepadPlatformDataFetcherWin() | 53 GamepadPlatformDataFetcherWin::GamepadPlatformDataFetcherWin() |
90 : xinput_available_(EnableXInput()) { | 54 : xinput_dll_(FilePath(FILE_PATH_LITERAL("xinput1_3.dll"))), |
| 55 xinput_available_(GetXinputDllFunctions()) { |
| 56 } |
| 57 |
| 58 GamepadPlatformDataFetcherWin::~GamepadPlatformDataFetcherWin() { |
91 } | 59 } |
92 | 60 |
93 void GamepadPlatformDataFetcherWin::GetGamepadData(WebGamepads* pads, | 61 void GamepadPlatformDataFetcherWin::GetGamepadData(WebGamepads* pads, |
94 bool devices_changed_hint) { | 62 bool devices_changed_hint) { |
95 TRACE_EVENT0("GAMEPAD", "GetGamepadData"); | 63 TRACE_EVENT0("GAMEPAD", "GetGamepadData"); |
96 | 64 |
97 // If there's no XInput DLL on the system, early out so that we don't | 65 // If there's no XInput DLL on the system, early out so that we don't |
98 // call any other XInput functions. | 66 // call any other XInput functions. |
99 if (!xinput_available_) { | 67 if (!xinput_available_) { |
100 pads->length = 0; | 68 pads->length = 0; |
101 return; | 69 return; |
102 } | 70 } |
103 | 71 |
104 pads->length = WebGamepads::itemsLengthCap; | 72 pads->length = WebGamepads::itemsLengthCap; |
105 | 73 |
106 // If we got notification that system devices have been updated, then | 74 // If we got notification that system devices have been updated, then |
107 // run GetCapabilities to update the connected status and the device | 75 // run GetCapabilities to update the connected status and the device |
108 // identifier. It can be slow to do to both GetCapabilities and | 76 // identifier. It can be slow to do to both GetCapabilities and |
109 // GetState on unconnected devices, so we want to avoid a 2-5ms pause | 77 // GetState on unconnected devices, so we want to avoid a 2-5ms pause |
110 // here by only doing this when the devices are updated (despite | 78 // here by only doing this when the devices are updated (despite |
111 // documentation claiming it's OK to call it any time). | 79 // documentation claiming it's OK to call it any time). |
112 if (devices_changed_hint) { | 80 if (devices_changed_hint) { |
113 for (unsigned i = 0; i < WebGamepads::itemsLengthCap; ++i) { | 81 for (unsigned i = 0; i < WebGamepads::itemsLengthCap; ++i) { |
114 WebGamepad& pad = pads->items[i]; | 82 WebGamepad& pad = pads->items[i]; |
115 TRACE_EVENT1("GAMEPAD", "GetCapabilities", "id", i); | 83 TRACE_EVENT1("GAMEPAD", "GetCapabilities", "id", i); |
116 XINPUT_CAPABILITIES caps; | 84 XINPUT_CAPABILITIES caps; |
117 DWORD res = XInputGetCapabilities(i, XINPUT_FLAG_GAMEPAD, &caps); | 85 DWORD res = xinput_get_capabilities_(i, XINPUT_FLAG_GAMEPAD, &caps); |
118 if (res == ERROR_DEVICE_NOT_CONNECTED) { | 86 if (res == ERROR_DEVICE_NOT_CONNECTED) { |
119 pad.connected = false; | 87 pad.connected = false; |
120 } else { | 88 } else { |
121 pad.connected = true; | 89 pad.connected = true; |
122 base::swprintf(pad.id, | 90 base::swprintf(pad.id, |
123 WebGamepad::idLengthCap, | 91 WebGamepad::idLengthCap, |
124 L"Xbox 360 Controller (XInput STANDARD %ls)", | 92 L"Xbox 360 Controller (XInput STANDARD %ls)", |
125 GamepadSubTypeName(caps.SubType)); | 93 GamepadSubTypeName(caps.SubType)); |
126 } | 94 } |
127 } | 95 } |
128 } | 96 } |
129 | 97 |
130 // We've updated the connection state if necessary, now update the actual | 98 // We've updated the connection state if necessary, now update the actual |
131 // data for the devices that are connected. | 99 // data for the devices that are connected. |
132 for (unsigned i = 0; i < WebGamepads::itemsLengthCap; ++i) { | 100 for (unsigned i = 0; i < WebGamepads::itemsLengthCap; ++i) { |
133 WebGamepad& pad = pads->items[i]; | 101 WebGamepad& pad = pads->items[i]; |
134 | 102 |
135 // We rely on device_changed and GetCapabilities to tell us that | 103 // We rely on device_changed and GetCapabilities to tell us that |
136 // something's been connected, but we will mark as disconnected if | 104 // something's been connected, but we will mark as disconnected if |
137 // GetState returns that we've lost the pad. | 105 // GetState returns that we've lost the pad. |
138 if (!pad.connected) | 106 if (!pad.connected) |
139 continue; | 107 continue; |
140 | 108 |
141 XINPUT_STATE state; | 109 XINPUT_STATE state; |
142 memset(&state, 0, sizeof(XINPUT_STATE)); | 110 memset(&state, 0, sizeof(XINPUT_STATE)); |
143 TRACE_EVENT_BEGIN1("GAMEPAD", "XInputGetState", "id", i); | 111 TRACE_EVENT_BEGIN1("GAMEPAD", "XInputGetState", "id", i); |
144 DWORD dwResult = XInputGetState(i, &state); | 112 DWORD dwResult = xinput_get_state_(i, &state); |
145 TRACE_EVENT_END1("GAMEPAD", "XInputGetState", "id", i); | 113 TRACE_EVENT_END1("GAMEPAD", "XInputGetState", "id", i); |
146 | 114 |
147 if (dwResult == ERROR_SUCCESS) { | 115 if (dwResult == ERROR_SUCCESS) { |
148 pad.timestamp = state.dwPacketNumber; | 116 pad.timestamp = state.dwPacketNumber; |
149 pad.buttonsLength = 0; | 117 pad.buttonsLength = 0; |
150 #define ADD(b) pad.buttons[pad.buttonsLength++] = \ | 118 #define ADD(b) pad.buttons[pad.buttonsLength++] = \ |
151 ((state.Gamepad.wButtons & (b)) ? 1.0 : 0.0); | 119 ((state.Gamepad.wButtons & (b)) ? 1.0 : 0.0); |
152 ADD(XINPUT_GAMEPAD_A); | 120 ADD(XINPUT_GAMEPAD_A); |
153 ADD(XINPUT_GAMEPAD_B); | 121 ADD(XINPUT_GAMEPAD_B); |
154 ADD(XINPUT_GAMEPAD_X); | 122 ADD(XINPUT_GAMEPAD_X); |
(...skipping 16 matching lines...) Expand all Loading... |
171 pad.axes[pad.axesLength++] = NormalizeAxis(state.Gamepad.sThumbLX); | 139 pad.axes[pad.axesLength++] = NormalizeAxis(state.Gamepad.sThumbLX); |
172 pad.axes[pad.axesLength++] = -NormalizeAxis(state.Gamepad.sThumbLY); | 140 pad.axes[pad.axesLength++] = -NormalizeAxis(state.Gamepad.sThumbLY); |
173 pad.axes[pad.axesLength++] = NormalizeAxis(state.Gamepad.sThumbRX); | 141 pad.axes[pad.axesLength++] = NormalizeAxis(state.Gamepad.sThumbRX); |
174 pad.axes[pad.axesLength++] = -NormalizeAxis(state.Gamepad.sThumbRY); | 142 pad.axes[pad.axesLength++] = -NormalizeAxis(state.Gamepad.sThumbRY); |
175 } else { | 143 } else { |
176 pad.connected = false; | 144 pad.connected = false; |
177 } | 145 } |
178 } | 146 } |
179 } | 147 } |
180 | 148 |
| 149 bool GamepadPlatformDataFetcherWin::GetXinputDllFunctions() { |
| 150 xinput_enable_ = static_cast<XInputEnableFunc>( |
| 151 xinput_dll_.GetFunctionPointer("XInputEnable")); |
| 152 if (!xinput_enable_) |
| 153 return false; |
| 154 xinput_get_capabilities_ = static_cast<XInputGetCapabilitiesFunc>( |
| 155 xinput_dll_.GetFunctionPointer("XInputGetCapabilities")); |
| 156 if (!xinput_get_capabilities_) |
| 157 return false; |
| 158 xinput_get_state_ = static_cast<XInputGetStateFunc>( |
| 159 xinput_dll_.GetFunctionPointer("XInputGetState")); |
| 160 if (!xinput_get_state_) |
| 161 return false; |
| 162 xinput_enable_(true); |
| 163 return true; |
| 164 } |
| 165 |
181 } // namespace content | 166 } // namespace content |
OLD | NEW |