// 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. #ifndef CONTENT_BROWSER_GAMEPAD_GAMEPAD_PLATFORM_DATA_FETCHER_WIN_H_ #define CONTENT_BROWSER_GAMEPAD_GAMEPAD_PLATFORM_DATA_FETCHER_WIN_H_ #include "build/build_config.h" #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN #endif #include #include #include #include #include #include "base/compiler_specific.h" #include "base/macros.h" #include "base/memory/scoped_ptr.h" #include "base/memory/weak_ptr.h" #include "base/message_loop/message_loop.h" #include "base/scoped_native_library.h" #include "content/browser/gamepad/gamepad_data_fetcher.h" #include "content/browser/gamepad/gamepad_standard_mappings.h" #include "content/browser/gamepad/raw_input_data_fetcher_win.h" #include "third_party/WebKit/public/platform/WebGamepads.h" namespace content { class GamepadPlatformDataFetcherWin : public GamepadDataFetcher { public: GamepadPlatformDataFetcherWin(); ~GamepadPlatformDataFetcherWin() override; void GetGamepadData(blink::WebGamepads* pads, bool devices_changed_hint) override; void PauseHint(bool paused) override; private: // XInput-specific implementation for GetGamepadData. bool GetXInputGamepadData(blink::WebGamepads* pads, bool devices_changed_hint); // The three function types we use from xinput1_3.dll. typedef void (WINAPI *XInputEnableFunc)(BOOL enable); typedef DWORD (WINAPI *XInputGetCapabilitiesFunc)( DWORD dwUserIndex, DWORD dwFlags, XINPUT_CAPABILITIES* pCapabilities); typedef DWORD (WINAPI *XInputGetStateFunc)( DWORD dwUserIndex, XINPUT_STATE* pState); // Get functions from dynamically loaded xinput1_3.dll. We don't use // DELAYLOAD because the import library for Win8 SDK pulls xinput1_4 which // isn't redistributable. Returns true if loading was successful. We include // xinput1_3.dll with Chrome. bool GetXInputDllFunctions(); // Scan for connected XInput and DirectInput gamepads. void EnumerateDevices(); bool GetXInputPadConnectivity(int i, blink::WebGamepad* pad) const; void GetXInputPadData(int i, blink::WebGamepad* pad); void GetRawInputPadData(int i, blink::WebGamepad* pad); int FirstAvailableGamepadId() const; bool HasXInputGamepad(int index) const; bool HasRawInputGamepad(const HANDLE handle) const; base::ScopedNativeLibrary xinput_dll_; bool xinput_available_; // Function pointers to XInput functionality, retrieved in // |GetXinputDllFunctions|. XInputEnableFunc xinput_enable_; XInputGetCapabilitiesFunc xinput_get_capabilities_; XInputGetStateFunc xinput_get_state_; enum PadConnectionStatus { DISCONNECTED, XINPUT_CONNECTED, RAWINPUT_CONNECTED }; struct PlatformPadState { PadConnectionStatus status; int xinput_index; // XInput-only HANDLE raw_input_handle; // RawInput-only fields. }; PlatformPadState platform_pad_state_[blink::WebGamepads::itemsLengthCap]; scoped_ptr raw_input_fetcher_; DISALLOW_COPY_AND_ASSIGN(GamepadPlatformDataFetcherWin); }; } // namespace content #endif // CONTENT_BROWSER_GAMEPAD_GAMEPAD_PLATFORM_DATA_FETCHER_WIN_H_