// Copyright 2013 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_XBOX_DATA_FETCHER_MAC_H_ #define CONTENT_BROWSER_GAMEPAD_XBOX_DATA_FETCHER_MAC_H_ #include #include #include #include #include #include "base/mac/scoped_cftyperef.h" #include "base/mac/scoped_ioobject.h" #include "base/mac/scoped_ioplugininterface.h" #include "base/macros.h" #include "base/memory/scoped_ptr.h" class XboxController { public: enum ControllerType { UNKNOWN_CONTROLLER, XBOX_360_CONTROLLER, XBOX_ONE_CONTROLLER }; enum LEDPattern { LED_OFF = 0, // 2 quick flashes, then a series of slow flashes (about 1 per second). LED_FLASH = 1, // Flash three times then hold the LED on. This is the standard way to tell // the player which player number they are. LED_FLASH_TOP_LEFT = 2, LED_FLASH_TOP_RIGHT = 3, LED_FLASH_BOTTOM_LEFT = 4, LED_FLASH_BOTTOM_RIGHT = 5, // Simply turn on the specified LED and turn all other LEDs off. LED_HOLD_TOP_LEFT = 6, LED_HOLD_TOP_RIGHT = 7, LED_HOLD_BOTTOM_LEFT = 8, LED_HOLD_BOTTOM_RIGHT = 9, LED_ROTATE = 10, LED_FLASH_FAST = 11, LED_FLASH_SLOW = 12, // Flash about once per 3 seconds // Flash alternating LEDs for a few seconds, then flash all LEDs about once // per second LED_ALTERNATE_PATTERN = 13, // 14 is just another boring flashing speed. // Flash all LEDs once then go black. LED_FLASH_ONCE = 15, LED_NUM_PATTERNS }; struct Data { bool buttons[15]; float triggers[2]; float axes[4]; }; class Delegate { public: virtual void XboxControllerGotData(XboxController* controller, const Data& data) = 0; virtual void XboxControllerError(XboxController* controller) = 0; }; explicit XboxController(Delegate* delegate_); virtual ~XboxController(); bool OpenDevice(io_service_t service); void SetLEDPattern(LEDPattern pattern); UInt32 location_id() { return location_id_; } int GetVendorId() const; int GetProductId() const; ControllerType GetControllerType() const; private: static void WriteComplete(void* context, IOReturn result, void* arg0); static void GotData(void* context, IOReturn result, void* arg0); void ProcessXbox360Packet(size_t length); void ProcessXboxOnePacket(size_t length); void QueueRead(); void IOError(); void WriteXboxOneInit(); // Handle for the USB device. IOUSBDeviceStruct320 is the latest version of // the device API that is supported on Mac OS 10.6. base::mac::ScopedIOPluginInterface device_; // Handle for the interface on the device which sends button and analog data. // The other interfaces (for the ChatPad and headset) are ignored. base::mac::ScopedIOPluginInterface interface_; bool device_is_open_; bool interface_is_open_; base::ScopedCFTypeRef source_; // This will be set to the max packet size reported by the interface, which // is 32 bytes. I would have expected USB to do message framing itself, but // somehow we still sometimes (rarely!) get packets off the interface which // aren't correctly framed. The 360 controller frames its packets with a 2 // byte header (type, total length) so we can reframe the packet data // ourselves. uint16_t read_buffer_size_; scoped_ptr read_buffer_; // The pattern that the LEDs on the device are currently displaying, or // LED_NUM_PATTERNS if unknown. LEDPattern led_pattern_; UInt32 location_id_; Delegate* delegate_; ControllerType controller_type_; int read_endpoint_; int control_endpoint_; DISALLOW_COPY_AND_ASSIGN(XboxController); }; class XboxDataFetcher : public XboxController::Delegate { public: class Delegate { public: virtual void XboxDeviceAdd(XboxController* device) = 0; virtual void XboxDeviceRemove(XboxController* device) = 0; virtual void XboxValueChanged(XboxController* device, const XboxController::Data& data) = 0; }; explicit XboxDataFetcher(Delegate* delegate); virtual ~XboxDataFetcher(); bool RegisterForNotifications(); bool RegisterForDeviceNotifications( int vendor_id, int product_id, base::mac::ScopedIOObject* added_iter, base::mac::ScopedIOObject* removed_iter); void UnregisterFromNotifications(); XboxController* ControllerForLocation(UInt32 location_id); private: static void DeviceAdded(void* context, io_iterator_t iterator); static void DeviceRemoved(void* context, io_iterator_t iterator); void AddController(XboxController* controller); void RemoveController(XboxController* controller); void RemoveControllerByLocationID(uint32_t id); void XboxControllerGotData(XboxController* controller, const XboxController::Data& data) override; void XboxControllerError(XboxController* controller) override; Delegate* delegate_; std::set controllers_; bool listening_; // port_ owns source_, so this doesn't need to be a ScopedCFTypeRef, but we // do need to maintain a reference to it so we can invalidate it. CFRunLoopSourceRef source_; IONotificationPortRef port_; base::mac::ScopedIOObject xbox_360_device_added_iter_; base::mac::ScopedIOObject xbox_360_device_removed_iter_; base::mac::ScopedIOObject xbox_one_device_added_iter_; base::mac::ScopedIOObject xbox_one_device_removed_iter_; DISALLOW_COPY_AND_ASSIGN(XboxDataFetcher); }; #endif // CONTENT_BROWSER_GAMEPAD_XBOX_DATA_FETCHER_MAC_H_