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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. These are not available in all versions of the |
| 20 // header, but they can be returned from the driver, so we define our own |
| 21 // versions here. |
| 22 static const BYTE kDeviceSubTypeGamepad = 1; |
| 23 static const BYTE kDeviceSubTypeWheel = 2; |
| 24 static const BYTE kDeviceSubTypeArcadeStick = 3; |
| 25 static const BYTE kDeviceSubTypeFlightStick = 4; |
| 26 static const BYTE kDeviceSubTypeDancePad = 5; |
| 27 static const BYTE kDeviceSubTypeGuitar = 6; |
| 28 static const BYTE kDeviceSubTypeGuitarAlternate = 7; |
| 29 static const BYTE kDeviceSubTypeDrumKit = 8; |
| 30 static const BYTE kDeviceSubTypeGuitarBass = 11; |
| 31 static const BYTE kDeviceSubTypeArcadePad = 19; |
| 32 |
| 33 const WebUChar* const GamepadSubTypeName(BYTE sub_type) { |
| 34 switch (sub_type) { |
| 35 case kDeviceSubTypeGamepad: return L"GAMEPAD"; |
| 36 case kDeviceSubTypeWheel: return L"WHEEL"; |
| 37 case kDeviceSubTypeArcadeStick: return L"ARCADE_STICK"; |
| 38 case kDeviceSubTypeFlightStick: return L"FLIGHT_STICK"; |
| 39 case kDeviceSubTypeDancePad: return L"DANCE_PAD"; |
| 40 case kDeviceSubTypeGuitar: return L"GUITAR"; |
| 41 case kDeviceSubTypeGuitarAlternate: return L"GUITAR_ALTERNATE"; |
| 42 case kDeviceSubTypeDrumKit: return L"DRUM_KIT"; |
| 43 case kDeviceSubTypeGuitarBass: return L"GUITAR_BASS"; |
| 44 case kDeviceSubTypeArcadePad: return L"ARCADE_PAD"; |
| 45 default: return L"<UNKNOWN>"; |
| 46 } |
| 47 } |
| 48 |
| 49 } |
| 50 |
| 51 void DataFetcherWindows::GetGamepadData(WebGamepads* pads, |
| 52 bool devices_changed_hint) { |
| 53 TRACE_EVENT0("GAMEPAD", "DataFetcherWindows::GetGamepadData"); |
| 54 pads->length = WebGamepads::itemsLengthCap; |
| 55 |
| 56 // If we got notification that system devices have been updated, then |
| 57 // run GetCapabilities to update the connected status and the device |
| 58 // identifier. It can be slow to do to both GetCapabilities and |
| 59 // GetState on unconnected devices, so we want to avoid a 2-5ms pause |
| 60 // here by only doing this when the devices are updated (despite |
| 61 // documentation claiming it's OK to call it any time). |
| 62 if (devices_changed_hint) { |
| 63 for (unsigned i = 0; i < WebGamepads::itemsLengthCap; ++i) { |
| 64 WebGamepad& pad = pads->items[i]; |
| 65 TRACE_EVENT1("GAMEPAD", "DataFetcherWindows::GetCapabilities", "id", i); |
| 66 XINPUT_CAPABILITIES caps; |
| 67 DWORD res = XInputGetCapabilities(i, XINPUT_FLAG_GAMEPAD, &caps); |
| 68 if (res == ERROR_DEVICE_NOT_CONNECTED) { |
| 69 pad.connected = false; |
| 70 } else { |
| 71 pad.connected = true; |
| 72 base::swprintf(pad.id, |
| 73 WebGamepad::idLengthCap, |
| 74 L"Xbox 360 Controller (XInput %ls)", |
| 75 GamepadSubTypeName(caps.SubType)); |
| 76 } |
| 77 } |
| 78 } |
| 79 |
| 80 // We've updated the connection state if necessary, now update the actual |
| 81 // data for the devices that are connected. |
| 82 for (unsigned i = 0; i < WebGamepads::itemsLengthCap; ++i) { |
| 83 WebGamepad& pad = pads->items[i]; |
| 84 |
| 85 // We rely on device_changed and GetCapabilities to tell us that |
| 86 // something's been connected, but we will mark as disconnected if |
| 87 // GetState returns that we've lost the pad. |
| 88 if (!pad.connected) |
| 89 continue; |
| 90 |
| 91 XINPUT_STATE state; |
| 92 memset(&state, 0, sizeof(XINPUT_STATE)); |
| 93 TRACE_EVENT_BEGIN1("GAMEPAD", "XInputGetState", "id", i); |
| 94 DWORD dwResult = XInputGetState(i, &state); |
| 95 TRACE_EVENT_END1("GAMEPAD", "XInputGetState", "id", i); |
| 96 |
| 97 if (dwResult == ERROR_SUCCESS) { |
| 98 pad.timestamp = state.dwPacketNumber; |
| 99 pad.buttonsLength = 0; |
| 100 #define ADD(b) pad.buttons[pad.buttonsLength++] = \ |
| 101 ((state.Gamepad.wButtons & (b)) ? 1.0 : 0.0); |
| 102 ADD(XINPUT_GAMEPAD_A); |
| 103 ADD(XINPUT_GAMEPAD_B); |
| 104 ADD(XINPUT_GAMEPAD_X); |
| 105 ADD(XINPUT_GAMEPAD_Y); |
| 106 ADD(XINPUT_GAMEPAD_LEFT_SHOULDER); |
| 107 ADD(XINPUT_GAMEPAD_RIGHT_SHOULDER); |
| 108 pad.buttons[pad.buttonsLength++] = state.Gamepad.bLeftTrigger / 255.0; |
| 109 pad.buttons[pad.buttonsLength++] = state.Gamepad.bRightTrigger / 255.0; |
| 110 ADD(XINPUT_GAMEPAD_BACK); |
| 111 ADD(XINPUT_GAMEPAD_START); |
| 112 ADD(XINPUT_GAMEPAD_LEFT_THUMB); |
| 113 ADD(XINPUT_GAMEPAD_RIGHT_THUMB); |
| 114 ADD(XINPUT_GAMEPAD_DPAD_UP); |
| 115 ADD(XINPUT_GAMEPAD_DPAD_DOWN); |
| 116 ADD(XINPUT_GAMEPAD_DPAD_LEFT); |
| 117 ADD(XINPUT_GAMEPAD_DPAD_RIGHT); |
| 118 #undef ADD |
| 119 pad.axesLength = 0; |
| 120 // XInput are +up/+right, -down/-left, we want -up/-left. |
| 121 pad.axes[pad.axesLength++] = state.Gamepad.sThumbLX / 32767.0; |
| 122 pad.axes[pad.axesLength++] = -state.Gamepad.sThumbLY / 32767.0; |
| 123 pad.axes[pad.axesLength++] = state.Gamepad.sThumbRX / 32767.0; |
| 124 pad.axes[pad.axesLength++] = -state.Gamepad.sThumbRY / 32767.0; |
| 125 } else { |
| 126 pad.connected = false; |
| 127 } |
| 128 } |
| 129 } |
| 130 |
| 131 } // namespace gamepad |
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