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| 1 // Copyright (c) 2011 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/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 #pragma comment(lib, "xinput.lib") |
| 12 |
| 13 namespace gamepad { |
| 14 |
| 15 using namespace WebKit; |
| 16 |
| 17 namespace { |
| 18 |
| 19 // See http://goo.gl/5VSJR. |
| 20 const WebUChar* const GamepadSubTypeName(BYTE sub_type) { |
| 21 switch (sub_type) { |
| 22 case XINPUT_DEVSUBTYPE_GAMEPAD: return L"GAMEPAD"; |
| 23 case XINPUT_DEVSUBTYPE_WHEEL: return L"WHEEL"; |
| 24 case XINPUT_DEVSUBTYPE_ARCADE_STICK: return L"ARCADE_STICK"; |
| 25 //case XINPUT_DEVSUBTYPE_FLIGHT_STICK: return L"FLIGHT_STICK"; |
| 26 case XINPUT_DEVSUBTYPE_DANCE_PAD: return L"DANCE_PAD"; |
| 27 case XINPUT_DEVSUBTYPE_GUITAR: return L"GUITAR"; |
| 28 //case XINPUT_DEVSUBTYPE_GUITAR_ALTERNATE: return L"GUITAR_ALTERNATE"; |
| 29 case XINPUT_DEVSUBTYPE_DRUM_KIT: return L"DRUM_KIT"; |
| 30 //case XINPUT_DEVSUBTYPE_GUITAR_BASS: return L"GUITAR_BASS"; |
| 31 //case XINPUT_DEVSUBTYPE_ARCADE_PAD: return L"ARCADE_PAD"; |
| 32 default: return L"<UNKNOWN>"; |
| 33 } |
| 34 } |
| 35 |
| 36 } |
| 37 |
| 38 void DataFetcherWindows::GetGamepadData(WebGamepads& pads, |
| 39 bool devices_changed_hint) { |
| 40 TRACE_EVENT0("GAMEPAD", "DataFetcherWindows::GetGamepadData"); |
| 41 pads.length = WebGamepads::itemsLengthCap; |
| 42 |
| 43 // If we got notification that system devices have been updated, then |
| 44 // run GetCapabilities to update the connected status and the device |
| 45 // identifier. It can be slow to do to both GetCapabilities and |
| 46 // GetState on unconnected devices, so we want to avoid a 2-5ms pause |
| 47 // here by only doing this when the devices are updated (despite |
| 48 // documentation claiming it's OK to call it any time). |
| 49 if (devices_changed_hint) { |
| 50 for (unsigned i = 0; i < WebGamepads::itemsLengthCap; ++i) { |
| 51 WebGamepad& pad = pads.items[i]; |
| 52 TRACE_EVENT1("GAMEPAD", "DataFetcherWindows::GetCapabilities", "id", i); |
| 53 XINPUT_CAPABILITIES caps; |
| 54 DWORD res = XInputGetCapabilities(i, XINPUT_FLAG_GAMEPAD, &caps); |
| 55 if (res == ERROR_DEVICE_NOT_CONNECTED) { |
| 56 pad.connected = false; |
| 57 } else { |
| 58 pad.connected = true; |
| 59 base::swprintf(pad.id, |
| 60 WebGamepad::idLengthCap, |
| 61 L"Xbox 360 Controller (XInput %ls)", |
| 62 GamepadSubTypeName(caps.SubType)); |
| 63 } |
| 64 } |
| 65 } |
| 66 |
| 67 // We've updated the connection state if necessary, now update the actual |
| 68 // data for the devices that are connected. |
| 69 for (unsigned i = 0; i < WebGamepads::itemsLengthCap; ++i) { |
| 70 WebGamepad& pad = pads.items[i]; |
| 71 |
| 72 // We rely on device_changed and GetCapabilities to tell us that |
| 73 // something's been connected, but we will mark as disconnected if |
| 74 // GetState returns that we've lost the pad. |
| 75 if (!pad.connected) |
| 76 continue; |
| 77 |
| 78 XINPUT_STATE state; |
| 79 memset(&state, 0, sizeof(XINPUT_STATE)); |
| 80 TRACE_EVENT_BEGIN1("GAMEPAD", "XInputGetState", "id", i); |
| 81 DWORD dwResult = XInputGetState(i, &state); |
| 82 TRACE_EVENT_END1("GAMEPAD", "XInputGetState", "id", i); |
| 83 |
| 84 if (dwResult == ERROR_SUCCESS) { |
| 85 pad.timestamp = state.dwPacketNumber; |
| 86 pad.buttonsLength = 0; |
| 87 #define ADD(b) pad.buttons[pad.buttonsLength++] = \ |
| 88 ((state.Gamepad.wButtons & (b)) ? 1.0 : 0.0); |
| 89 ADD(XINPUT_GAMEPAD_A); |
| 90 ADD(XINPUT_GAMEPAD_B); |
| 91 ADD(XINPUT_GAMEPAD_X); |
| 92 ADD(XINPUT_GAMEPAD_Y); |
| 93 ADD(XINPUT_GAMEPAD_LEFT_SHOULDER); |
| 94 ADD(XINPUT_GAMEPAD_RIGHT_SHOULDER); |
| 95 pad.buttons[pad.buttonsLength++] = state.Gamepad.bLeftTrigger / 255.0; |
| 96 pad.buttons[pad.buttonsLength++] = state.Gamepad.bRightTrigger / 255.0; |
| 97 ADD(XINPUT_GAMEPAD_BACK); |
| 98 ADD(XINPUT_GAMEPAD_START); |
| 99 ADD(XINPUT_GAMEPAD_LEFT_THUMB); |
| 100 ADD(XINPUT_GAMEPAD_RIGHT_THUMB); |
| 101 ADD(XINPUT_GAMEPAD_DPAD_UP); |
| 102 ADD(XINPUT_GAMEPAD_DPAD_DOWN); |
| 103 ADD(XINPUT_GAMEPAD_DPAD_LEFT); |
| 104 ADD(XINPUT_GAMEPAD_DPAD_RIGHT); |
| 105 #undef ADD |
| 106 pad.axesLength = 0; |
| 107 // XInput are +up/+right, -down/-left, we want -up/-left. |
| 108 pad.axes[pad.axesLength++] = state.Gamepad.sThumbLX / 32767.0; |
| 109 pad.axes[pad.axesLength++] = -state.Gamepad.sThumbLY / 32767.0; |
| 110 pad.axes[pad.axesLength++] = state.Gamepad.sThumbRX / 32767.0; |
| 111 pad.axes[pad.axesLength++] = -state.Gamepad.sThumbRY / 32767.0; |
| 112 } else { |
| 113 pad.connected = false; |
| 114 } |
| 115 } |
| 116 } |
| 117 |
| 118 } // namespace gamepad |
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