diff options
Diffstat (limited to 'content/browser/gamepad/gamepad_platform_data_fetcher_win.cc')
-rw-r--r-- | content/browser/gamepad/gamepad_platform_data_fetcher_win.cc | 168 |
1 files changed, 168 insertions, 0 deletions
diff --git a/content/browser/gamepad/gamepad_platform_data_fetcher_win.cc b/content/browser/gamepad/gamepad_platform_data_fetcher_win.cc new file mode 100644 index 0000000..838a626 --- /dev/null +++ b/content/browser/gamepad/gamepad_platform_data_fetcher_win.cc @@ -0,0 +1,168 @@ +// Copyright (c) 2012 The Chromium Authors. All rights reserved. +// Use of this source code is governed by a BSD-style license that can be +// found in the LICENSE file. + +#include "content/browser/gamepad/gamepad_platform_data_fetcher_win.h" + +#include "base/debug/trace_event.h" +#include "content/common/gamepad_messages.h" +#include "content/common/gamepad_hardware_buffer.h" + +namespace content { + +using namespace WebKit; + +namespace { + +// See http://goo.gl/5VSJR. These are not available in all versions of the +// header, but they can be returned from the driver, so we define our own +// versions here. +static const BYTE kDeviceSubTypeGamepad = 1; +static const BYTE kDeviceSubTypeWheel = 2; +static const BYTE kDeviceSubTypeArcadeStick = 3; +static const BYTE kDeviceSubTypeFlightStick = 4; +static const BYTE kDeviceSubTypeDancePad = 5; +static const BYTE kDeviceSubTypeGuitar = 6; +static const BYTE kDeviceSubTypeGuitarAlternate = 7; +static const BYTE kDeviceSubTypeDrumKit = 8; +static const BYTE kDeviceSubTypeGuitarBass = 11; +static const BYTE kDeviceSubTypeArcadePad = 19; + +float NormalizeAxis(SHORT value) { + return ((value + 32768.f) / 32767.5f) - 1.f; +} + +const WebUChar* const GamepadSubTypeName(BYTE sub_type) { + switch (sub_type) { + case kDeviceSubTypeGamepad: return L"GAMEPAD"; + case kDeviceSubTypeWheel: return L"WHEEL"; + case kDeviceSubTypeArcadeStick: return L"ARCADE_STICK"; + case kDeviceSubTypeFlightStick: return L"FLIGHT_STICK"; + case kDeviceSubTypeDancePad: return L"DANCE_PAD"; + case kDeviceSubTypeGuitar: return L"GUITAR"; + case kDeviceSubTypeGuitarAlternate: return L"GUITAR_ALTERNATE"; + case kDeviceSubTypeDrumKit: return L"DRUM_KIT"; + case kDeviceSubTypeGuitarBass: return L"GUITAR_BASS"; + case kDeviceSubTypeArcadePad: return L"ARCADE_PAD"; + default: return L"<UNKNOWN>"; + } +} + +} // namespace + +GamepadPlatformDataFetcherWin::GamepadPlatformDataFetcherWin() + : xinput_dll_(FilePath(FILE_PATH_LITERAL("xinput1_3.dll"))), + xinput_available_(GetXinputDllFunctions()) { +} + +GamepadPlatformDataFetcherWin::~GamepadPlatformDataFetcherWin() { +} + +void GamepadPlatformDataFetcherWin::GetGamepadData(WebGamepads* pads, + bool devices_changed_hint) { + TRACE_EVENT0("GAMEPAD", "GetGamepadData"); + + // If there's no XInput DLL on the system, early out so that we don't + // call any other XInput functions. + if (!xinput_available_) { + pads->length = 0; + return; + } + + pads->length = WebGamepads::itemsLengthCap; + + // If we got notification that system devices have been updated, then + // run GetCapabilities to update the connected status and the device + // identifier. It can be slow to do to both GetCapabilities and + // GetState on unconnected devices, so we want to avoid a 2-5ms pause + // here by only doing this when the devices are updated (despite + // documentation claiming it's OK to call it any time). + if (devices_changed_hint) { + for (unsigned i = 0; i < WebGamepads::itemsLengthCap; ++i) { + WebGamepad& pad = pads->items[i]; + TRACE_EVENT1("GAMEPAD", "GetCapabilities", "id", i); + XINPUT_CAPABILITIES caps; + DWORD res = xinput_get_capabilities_(i, XINPUT_FLAG_GAMEPAD, &caps); + if (res == ERROR_DEVICE_NOT_CONNECTED) { + pad.connected = false; + } else { + pad.connected = true; + base::swprintf(pad.id, + WebGamepad::idLengthCap, + L"Xbox 360 Controller (XInput STANDARD %ls)", + GamepadSubTypeName(caps.SubType)); + } + } + } + + // We've updated the connection state if necessary, now update the actual + // data for the devices that are connected. + for (unsigned i = 0; i < WebGamepads::itemsLengthCap; ++i) { + WebGamepad& pad = pads->items[i]; + + // We rely on device_changed and GetCapabilities to tell us that + // something's been connected, but we will mark as disconnected if + // GetState returns that we've lost the pad. + if (!pad.connected) + continue; + + XINPUT_STATE state; + memset(&state, 0, sizeof(XINPUT_STATE)); + TRACE_EVENT_BEGIN1("GAMEPAD", "XInputGetState", "id", i); + DWORD dwResult = xinput_get_state_(i, &state); + TRACE_EVENT_END1("GAMEPAD", "XInputGetState", "id", i); + + if (dwResult == ERROR_SUCCESS) { + pad.timestamp = state.dwPacketNumber; + pad.buttonsLength = 0; +#define ADD(b) pad.buttons[pad.buttonsLength++] = \ + ((state.Gamepad.wButtons & (b)) ? 1.0 : 0.0); + ADD(XINPUT_GAMEPAD_A); + ADD(XINPUT_GAMEPAD_B); + ADD(XINPUT_GAMEPAD_X); + ADD(XINPUT_GAMEPAD_Y); + ADD(XINPUT_GAMEPAD_LEFT_SHOULDER); + ADD(XINPUT_GAMEPAD_RIGHT_SHOULDER); + pad.buttons[pad.buttonsLength++] = state.Gamepad.bLeftTrigger / 255.0; + pad.buttons[pad.buttonsLength++] = state.Gamepad.bRightTrigger / 255.0; + ADD(XINPUT_GAMEPAD_BACK); + ADD(XINPUT_GAMEPAD_START); + ADD(XINPUT_GAMEPAD_LEFT_THUMB); + ADD(XINPUT_GAMEPAD_RIGHT_THUMB); + ADD(XINPUT_GAMEPAD_DPAD_UP); + ADD(XINPUT_GAMEPAD_DPAD_DOWN); + ADD(XINPUT_GAMEPAD_DPAD_LEFT); + ADD(XINPUT_GAMEPAD_DPAD_RIGHT); +#undef ADD + pad.axesLength = 0; + // XInput are +up/+right, -down/-left, we want -up/-left. + pad.axes[pad.axesLength++] = NormalizeAxis(state.Gamepad.sThumbLX); + pad.axes[pad.axesLength++] = -NormalizeAxis(state.Gamepad.sThumbLY); + pad.axes[pad.axesLength++] = NormalizeAxis(state.Gamepad.sThumbRX); + pad.axes[pad.axesLength++] = -NormalizeAxis(state.Gamepad.sThumbRY); + } else { + pad.connected = false; + } + } +} + +bool GamepadPlatformDataFetcherWin::GetXinputDllFunctions() { + xinput_get_capabilities_ = NULL; + xinput_get_state_ = NULL; + xinput_enable_ = static_cast<XInputEnableFunc>( + xinput_dll_.GetFunctionPointer("XInputEnable")); + if (!xinput_enable_) + return false; + xinput_get_capabilities_ = static_cast<XInputGetCapabilitiesFunc>( + xinput_dll_.GetFunctionPointer("XInputGetCapabilities")); + if (!xinput_get_capabilities_) + return false; + xinput_get_state_ = static_cast<XInputGetStateFunc>( + xinput_dll_.GetFunctionPointer("XInputGetState")); + if (!xinput_get_state_) + return false; + xinput_enable_(true); + return true; +} + +} // namespace content |