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Side by Side Diff: content/browser/gamepad/data_fetcher_win.cc

Issue 8568029: Add gamepad hardware data fetcher, and higher level thread container (Closed) Base URL: http://git.chromium.org/chromium/src.git@master
Patch Set: Created 9 years, 1 month ago
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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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