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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() : |
jochen (gone - plz use gerrit)
2012/07/19 14:34:04
the : should go on the next line
scottmg
2012/07/19 16:45:16
Done.
| |
90 : xinput_available_(EnableXInput()) { | 54 xinput_dll_(FilePath(FILE_PATH_LITERAL("xinput1_3.dll"))), |
55 xinput_available_(GetXinputDllFunctions()) { | |
91 } | 56 } |
92 | 57 |
93 void GamepadPlatformDataFetcherWin::GetGamepadData(WebGamepads* pads, | 58 void GamepadPlatformDataFetcherWin::GetGamepadData(WebGamepads* pads, |
94 bool devices_changed_hint) { | 59 bool devices_changed_hint) { |
95 TRACE_EVENT0("GAMEPAD", "GetGamepadData"); | 60 TRACE_EVENT0("GAMEPAD", "GetGamepadData"); |
96 | 61 |
97 // If there's no XInput DLL on the system, early out so that we don't | 62 // If there's no XInput DLL on the system, early out so that we don't |
98 // call any other XInput functions. | 63 // call any other XInput functions. |
99 if (!xinput_available_) { | 64 if (!xinput_available_) { |
100 pads->length = 0; | 65 pads->length = 0; |
101 return; | 66 return; |
102 } | 67 } |
103 | 68 |
104 pads->length = WebGamepads::itemsLengthCap; | 69 pads->length = WebGamepads::itemsLengthCap; |
105 | 70 |
106 // If we got notification that system devices have been updated, then | 71 // If we got notification that system devices have been updated, then |
107 // run GetCapabilities to update the connected status and the device | 72 // run GetCapabilities to update the connected status and the device |
108 // identifier. It can be slow to do to both GetCapabilities and | 73 // 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 | 74 // 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 | 75 // here by only doing this when the devices are updated (despite |
111 // documentation claiming it's OK to call it any time). | 76 // documentation claiming it's OK to call it any time). |
112 if (devices_changed_hint) { | 77 if (devices_changed_hint) { |
113 for (unsigned i = 0; i < WebGamepads::itemsLengthCap; ++i) { | 78 for (unsigned i = 0; i < WebGamepads::itemsLengthCap; ++i) { |
114 WebGamepad& pad = pads->items[i]; | 79 WebGamepad& pad = pads->items[i]; |
115 TRACE_EVENT1("GAMEPAD", "GetCapabilities", "id", i); | 80 TRACE_EVENT1("GAMEPAD", "GetCapabilities", "id", i); |
116 XINPUT_CAPABILITIES caps; | 81 XINPUT_CAPABILITIES caps; |
117 DWORD res = XInputGetCapabilities(i, XINPUT_FLAG_GAMEPAD, &caps); | 82 DWORD res = xinput_get_capabilities_(i, XINPUT_FLAG_GAMEPAD, &caps); |
118 if (res == ERROR_DEVICE_NOT_CONNECTED) { | 83 if (res == ERROR_DEVICE_NOT_CONNECTED) { |
119 pad.connected = false; | 84 pad.connected = false; |
120 } else { | 85 } else { |
121 pad.connected = true; | 86 pad.connected = true; |
122 base::swprintf(pad.id, | 87 base::swprintf(pad.id, |
123 WebGamepad::idLengthCap, | 88 WebGamepad::idLengthCap, |
124 L"Xbox 360 Controller (XInput STANDARD %ls)", | 89 L"Xbox 360 Controller (XInput STANDARD %ls)", |
125 GamepadSubTypeName(caps.SubType)); | 90 GamepadSubTypeName(caps.SubType)); |
126 } | 91 } |
127 } | 92 } |
128 } | 93 } |
129 | 94 |
130 // We've updated the connection state if necessary, now update the actual | 95 // We've updated the connection state if necessary, now update the actual |
131 // data for the devices that are connected. | 96 // data for the devices that are connected. |
132 for (unsigned i = 0; i < WebGamepads::itemsLengthCap; ++i) { | 97 for (unsigned i = 0; i < WebGamepads::itemsLengthCap; ++i) { |
133 WebGamepad& pad = pads->items[i]; | 98 WebGamepad& pad = pads->items[i]; |
134 | 99 |
135 // We rely on device_changed and GetCapabilities to tell us that | 100 // We rely on device_changed and GetCapabilities to tell us that |
136 // something's been connected, but we will mark as disconnected if | 101 // something's been connected, but we will mark as disconnected if |
137 // GetState returns that we've lost the pad. | 102 // GetState returns that we've lost the pad. |
138 if (!pad.connected) | 103 if (!pad.connected) |
139 continue; | 104 continue; |
140 | 105 |
141 XINPUT_STATE state; | 106 XINPUT_STATE state; |
142 memset(&state, 0, sizeof(XINPUT_STATE)); | 107 memset(&state, 0, sizeof(XINPUT_STATE)); |
143 TRACE_EVENT_BEGIN1("GAMEPAD", "XInputGetState", "id", i); | 108 TRACE_EVENT_BEGIN1("GAMEPAD", "XInputGetState", "id", i); |
144 DWORD dwResult = XInputGetState(i, &state); | 109 DWORD dwResult = xinput_get_state_(i, &state); |
145 TRACE_EVENT_END1("GAMEPAD", "XInputGetState", "id", i); | 110 TRACE_EVENT_END1("GAMEPAD", "XInputGetState", "id", i); |
146 | 111 |
147 if (dwResult == ERROR_SUCCESS) { | 112 if (dwResult == ERROR_SUCCESS) { |
148 pad.timestamp = state.dwPacketNumber; | 113 pad.timestamp = state.dwPacketNumber; |
149 pad.buttonsLength = 0; | 114 pad.buttonsLength = 0; |
150 #define ADD(b) pad.buttons[pad.buttonsLength++] = \ | 115 #define ADD(b) pad.buttons[pad.buttonsLength++] = \ |
151 ((state.Gamepad.wButtons & (b)) ? 1.0 : 0.0); | 116 ((state.Gamepad.wButtons & (b)) ? 1.0 : 0.0); |
152 ADD(XINPUT_GAMEPAD_A); | 117 ADD(XINPUT_GAMEPAD_A); |
153 ADD(XINPUT_GAMEPAD_B); | 118 ADD(XINPUT_GAMEPAD_B); |
154 ADD(XINPUT_GAMEPAD_X); | 119 ADD(XINPUT_GAMEPAD_X); |
(...skipping 16 matching lines...) Expand all Loading... | |
171 pad.axes[pad.axesLength++] = NormalizeAxis(state.Gamepad.sThumbLX); | 136 pad.axes[pad.axesLength++] = NormalizeAxis(state.Gamepad.sThumbLX); |
172 pad.axes[pad.axesLength++] = -NormalizeAxis(state.Gamepad.sThumbLY); | 137 pad.axes[pad.axesLength++] = -NormalizeAxis(state.Gamepad.sThumbLY); |
173 pad.axes[pad.axesLength++] = NormalizeAxis(state.Gamepad.sThumbRX); | 138 pad.axes[pad.axesLength++] = NormalizeAxis(state.Gamepad.sThumbRX); |
174 pad.axes[pad.axesLength++] = -NormalizeAxis(state.Gamepad.sThumbRY); | 139 pad.axes[pad.axesLength++] = -NormalizeAxis(state.Gamepad.sThumbRY); |
175 } else { | 140 } else { |
176 pad.connected = false; | 141 pad.connected = false; |
177 } | 142 } |
178 } | 143 } |
179 } | 144 } |
180 | 145 |
146 bool GamepadPlatformDataFetcherWin::GetXinputDllFunctions() { | |
147 xinput_enable_ = static_cast<XInputEnableFunc>( | |
148 xinput_dll_.GetFunctionPointer("XInputEnable")); | |
149 if (!xinput_enable_) | |
150 return false; | |
151 xinput_get_capabilities_ = static_cast<XInputGetCapabilitiesFunc>( | |
152 xinput_dll_.GetFunctionPointer("XInputGetCapabilities")); | |
153 if (!xinput_get_capabilities_) | |
154 return false; | |
155 xinput_get_state_ = static_cast<XInputGetStateFunc>( | |
156 xinput_dll_.GetFunctionPointer("XInputGetState")); | |
157 if (!xinput_get_state_) | |
158 return false; | |
159 xinput_enable_(true); | |
160 return true; | |
161 } | |
162 | |
181 } // namespace content | 163 } // namespace content |
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