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| 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 | |
| 3 // found in the LICENSE file. | |
| 4 | |
| 5 #include "content/browser/gamepad/platform_data_fetcher_win.h" | |
| 6 | |
| 7 #include "base/debug/trace_event.h" | |
| 8 #include "content/common/gamepad_messages.h" | |
| 9 #include "content/common/gamepad_hardware_buffer.h" | |
| 10 | |
| 11 namespace content { | |
| 12 | |
| 13 using namespace WebKit; | |
| 14 | |
| 15 namespace { | |
| 16 | |
| 17 // See http://goo.gl/5VSJR. These are not available in all versions of the | |
| 18 // header, but they can be returned from the driver, so we define our own | |
| 19 // versions here. | |
| 20 static const BYTE kDeviceSubTypeGamepad = 1; | |
| 21 static const BYTE kDeviceSubTypeWheel = 2; | |
| 22 static const BYTE kDeviceSubTypeArcadeStick = 3; | |
| 23 static const BYTE kDeviceSubTypeFlightStick = 4; | |
| 24 static const BYTE kDeviceSubTypeDancePad = 5; | |
| 25 static const BYTE kDeviceSubTypeGuitar = 6; | |
| 26 static const BYTE kDeviceSubTypeGuitarAlternate = 7; | |
| 27 static const BYTE kDeviceSubTypeDrumKit = 8; | |
| 28 static const BYTE kDeviceSubTypeGuitarBass = 11; | |
| 29 static const BYTE kDeviceSubTypeArcadePad = 19; | |
| 30 | |
| 31 float NormalizeAxis(SHORT value) { | |
| 32 return ((value + 32768.f) / 32767.5f) - 1.f; | |
| 33 } | |
| 34 | |
| 35 const WebUChar* const GamepadSubTypeName(BYTE sub_type) { | |
| 36 switch (sub_type) { | |
| 37 case kDeviceSubTypeGamepad: return L"GAMEPAD"; | |
| 38 case kDeviceSubTypeWheel: return L"WHEEL"; | |
| 39 case kDeviceSubTypeArcadeStick: return L"ARCADE_STICK"; | |
| 40 case kDeviceSubTypeFlightStick: return L"FLIGHT_STICK"; | |
| 41 case kDeviceSubTypeDancePad: return L"DANCE_PAD"; | |
| 42 case kDeviceSubTypeGuitar: return L"GUITAR"; | |
| 43 case kDeviceSubTypeGuitarAlternate: return L"GUITAR_ALTERNATE"; | |
| 44 case kDeviceSubTypeDrumKit: return L"DRUM_KIT"; | |
| 45 case kDeviceSubTypeGuitarBass: return L"GUITAR_BASS"; | |
| 46 case kDeviceSubTypeArcadePad: return L"ARCADE_PAD"; | |
| 47 default: return L"<UNKNOWN>"; | |
| 48 } | |
| 49 } | |
| 50 | |
| 51 } // namespace | |
| 52 | |
| 53 GamepadPlatformDataFetcherWin::GamepadPlatformDataFetcherWin() | |
| 54 : xinput_dll_(FilePath(FILE_PATH_LITERAL("xinput1_3.dll"))), | |
| 55 xinput_available_(GetXinputDllFunctions()) { | |
| 56 } | |
| 57 | |
| 58 GamepadPlatformDataFetcherWin::~GamepadPlatformDataFetcherWin() { | |
| 59 } | |
| 60 | |
| 61 void GamepadPlatformDataFetcherWin::GetGamepadData(WebGamepads* pads, | |
| 62 bool devices_changed_hint) { | |
| 63 TRACE_EVENT0("GAMEPAD", "GetGamepadData"); | |
| 64 | |
| 65 // If there's no XInput DLL on the system, early out so that we don't | |
| 66 // call any other XInput functions. | |
| 67 if (!xinput_available_) { | |
| 68 pads->length = 0; | |
| 69 return; | |
| 70 } | |
| 71 | |
| 72 pads->length = WebGamepads::itemsLengthCap; | |
| 73 | |
| 74 // If we got notification that system devices have been updated, then | |
| 75 // run GetCapabilities to update the connected status and the device | |
| 76 // identifier. It can be slow to do to both GetCapabilities and | |
| 77 // GetState on unconnected devices, so we want to avoid a 2-5ms pause | |
| 78 // here by only doing this when the devices are updated (despite | |
| 79 // documentation claiming it's OK to call it any time). | |
| 80 if (devices_changed_hint) { | |
| 81 for (unsigned i = 0; i < WebGamepads::itemsLengthCap; ++i) { | |
| 82 WebGamepad& pad = pads->items[i]; | |
| 83 TRACE_EVENT1("GAMEPAD", "GetCapabilities", "id", i); | |
| 84 XINPUT_CAPABILITIES caps; | |
| 85 DWORD res = xinput_get_capabilities_(i, XINPUT_FLAG_GAMEPAD, &caps); | |
| 86 if (res == ERROR_DEVICE_NOT_CONNECTED) { | |
| 87 pad.connected = false; | |
| 88 } else { | |
| 89 pad.connected = true; | |
| 90 base::swprintf(pad.id, | |
| 91 WebGamepad::idLengthCap, | |
| 92 L"Xbox 360 Controller (XInput STANDARD %ls)", | |
| 93 GamepadSubTypeName(caps.SubType)); | |
| 94 } | |
| 95 } | |
| 96 } | |
| 97 | |
| 98 // We've updated the connection state if necessary, now update the actual | |
| 99 // data for the devices that are connected. | |
| 100 for (unsigned i = 0; i < WebGamepads::itemsLengthCap; ++i) { | |
| 101 WebGamepad& pad = pads->items[i]; | |
| 102 | |
| 103 // We rely on device_changed and GetCapabilities to tell us that | |
| 104 // something's been connected, but we will mark as disconnected if | |
| 105 // GetState returns that we've lost the pad. | |
| 106 if (!pad.connected) | |
| 107 continue; | |
| 108 | |
| 109 XINPUT_STATE state; | |
| 110 memset(&state, 0, sizeof(XINPUT_STATE)); | |
| 111 TRACE_EVENT_BEGIN1("GAMEPAD", "XInputGetState", "id", i); | |
| 112 DWORD dwResult = xinput_get_state_(i, &state); | |
| 113 TRACE_EVENT_END1("GAMEPAD", "XInputGetState", "id", i); | |
| 114 | |
| 115 if (dwResult == ERROR_SUCCESS) { | |
| 116 pad.timestamp = state.dwPacketNumber; | |
| 117 pad.buttonsLength = 0; | |
| 118 #define ADD(b) pad.buttons[pad.buttonsLength++] = \ | |
| 119 ((state.Gamepad.wButtons & (b)) ? 1.0 : 0.0); | |
| 120 ADD(XINPUT_GAMEPAD_A); | |
| 121 ADD(XINPUT_GAMEPAD_B); | |
| 122 ADD(XINPUT_GAMEPAD_X); | |
| 123 ADD(XINPUT_GAMEPAD_Y); | |
| 124 ADD(XINPUT_GAMEPAD_LEFT_SHOULDER); | |
| 125 ADD(XINPUT_GAMEPAD_RIGHT_SHOULDER); | |
| 126 pad.buttons[pad.buttonsLength++] = state.Gamepad.bLeftTrigger / 255.0; | |
| 127 pad.buttons[pad.buttonsLength++] = state.Gamepad.bRightTrigger / 255.0; | |
| 128 ADD(XINPUT_GAMEPAD_BACK); | |
| 129 ADD(XINPUT_GAMEPAD_START); | |
| 130 ADD(XINPUT_GAMEPAD_LEFT_THUMB); | |
| 131 ADD(XINPUT_GAMEPAD_RIGHT_THUMB); | |
| 132 ADD(XINPUT_GAMEPAD_DPAD_UP); | |
| 133 ADD(XINPUT_GAMEPAD_DPAD_DOWN); | |
| 134 ADD(XINPUT_GAMEPAD_DPAD_LEFT); | |
| 135 ADD(XINPUT_GAMEPAD_DPAD_RIGHT); | |
| 136 #undef ADD | |
| 137 pad.axesLength = 0; | |
| 138 // XInput are +up/+right, -down/-left, we want -up/-left. | |
| 139 pad.axes[pad.axesLength++] = NormalizeAxis(state.Gamepad.sThumbLX); | |
| 140 pad.axes[pad.axesLength++] = -NormalizeAxis(state.Gamepad.sThumbLY); | |
| 141 pad.axes[pad.axesLength++] = NormalizeAxis(state.Gamepad.sThumbRX); | |
| 142 pad.axes[pad.axesLength++] = -NormalizeAxis(state.Gamepad.sThumbRY); | |
| 143 } else { | |
| 144 pad.connected = false; | |
| 145 } | |
| 146 } | |
| 147 } | |
| 148 | |
| 149 bool GamepadPlatformDataFetcherWin::GetXinputDllFunctions() { | |
| 150 xinput_get_capabilities_ = NULL; | |
| 151 xinput_get_state_ = NULL; | |
| 152 xinput_enable_ = static_cast<XInputEnableFunc>( | |
| 153 xinput_dll_.GetFunctionPointer("XInputEnable")); | |
| 154 if (!xinput_enable_) | |
| 155 return false; | |
| 156 xinput_get_capabilities_ = static_cast<XInputGetCapabilitiesFunc>( | |
| 157 xinput_dll_.GetFunctionPointer("XInputGetCapabilities")); | |
| 158 if (!xinput_get_capabilities_) | |
| 159 return false; | |
| 160 xinput_get_state_ = static_cast<XInputGetStateFunc>( | |
| 161 xinput_dll_.GetFunctionPointer("XInputGetState")); | |
| 162 if (!xinput_get_state_) | |
| 163 return false; | |
| 164 xinput_enable_(true); | |
| 165 return true; | |
| 166 } | |
| 167 | |
| 168 } // namespace content | |
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