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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 #include <delayimp.h> |
| 12 |
| 13 #pragma comment(lib, "delayimp.lib") |
| 14 #pragma comment(lib, "xinput.lib") |
| 15 |
| 16 namespace gamepad { |
| 17 |
| 18 using namespace WebKit; |
| 19 |
| 20 namespace { |
| 21 |
| 22 // See http://goo.gl/5VSJR. These are not available in all versions of the |
| 23 // header, but they can be returned from the driver, so we define our own |
| 24 // versions here. |
| 25 static const BYTE kDeviceSubTypeGamepad = 1; |
| 26 static const BYTE kDeviceSubTypeWheel = 2; |
| 27 static const BYTE kDeviceSubTypeArcadeStick = 3; |
| 28 static const BYTE kDeviceSubTypeFlightStick = 4; |
| 29 static const BYTE kDeviceSubTypeDancePad = 5; |
| 30 static const BYTE kDeviceSubTypeGuitar = 6; |
| 31 static const BYTE kDeviceSubTypeGuitarAlternate = 7; |
| 32 static const BYTE kDeviceSubTypeDrumKit = 8; |
| 33 static const BYTE kDeviceSubTypeGuitarBass = 11; |
| 34 static const BYTE kDeviceSubTypeArcadePad = 19; |
| 35 |
| 36 const WebUChar* const GamepadSubTypeName(BYTE sub_type) { |
| 37 switch (sub_type) { |
| 38 case kDeviceSubTypeGamepad: return L"GAMEPAD"; |
| 39 case kDeviceSubTypeWheel: return L"WHEEL"; |
| 40 case kDeviceSubTypeArcadeStick: return L"ARCADE_STICK"; |
| 41 case kDeviceSubTypeFlightStick: return L"FLIGHT_STICK"; |
| 42 case kDeviceSubTypeDancePad: return L"DANCE_PAD"; |
| 43 case kDeviceSubTypeGuitar: return L"GUITAR"; |
| 44 case kDeviceSubTypeGuitarAlternate: return L"GUITAR_ALTERNATE"; |
| 45 case kDeviceSubTypeDrumKit: return L"DRUM_KIT"; |
| 46 case kDeviceSubTypeGuitarBass: return L"GUITAR_BASS"; |
| 47 case kDeviceSubTypeArcadePad: return L"ARCADE_PAD"; |
| 48 default: return L"<UNKNOWN>"; |
| 49 } |
| 50 } |
| 51 |
| 52 // Trap only the exceptions that DELAYLOAD can throw, otherwise rethrow. |
| 53 // See http://msdn.microsoft.com/en-us/library/1c9e046h(v=VS.90).aspx. |
| 54 LONG WINAPI DelayLoadDllExceptionFilter(PEXCEPTION_POINTERS pExcPointers) { |
| 55 LONG disposition = EXCEPTION_EXECUTE_HANDLER; |
| 56 switch (pExcPointers->ExceptionRecord->ExceptionCode) { |
| 57 case VcppException(ERROR_SEVERITY_ERROR, ERROR_MOD_NOT_FOUND): |
| 58 case VcppException(ERROR_SEVERITY_ERROR, ERROR_PROC_NOT_FOUND): |
| 59 break; |
| 60 default: |
| 61 // Exception is not related to delay loading. |
| 62 disposition = EXCEPTION_CONTINUE_SEARCH; |
| 63 break; |
| 64 } |
| 65 return disposition; |
| 66 } |
| 67 |
| 68 bool EnableXInput() { |
| 69 // We have specified DELAYLOAD for xinput1_3.dll. If the DLL is not |
| 70 // installed (XP w/o DirectX redist installed), we disable functionality. |
| 71 __try { |
| 72 XInputEnable(true); |
| 73 } __except(DelayLoadDllExceptionFilter(GetExceptionInformation())) { |
| 74 return false; |
| 75 } |
| 76 return true; |
| 77 } |
| 78 |
| 79 } |
| 80 |
| 81 DataFetcherWindows::DataFetcherWindows() |
| 82 : xinput_available_(EnableXInput()) { |
| 83 } |
| 84 |
| 85 void DataFetcherWindows::GetGamepadData(WebGamepads* pads, |
| 86 bool devices_changed_hint) { |
| 87 TRACE_EVENT0("GAMEPAD", "DataFetcherWindows::GetGamepadData"); |
| 88 |
| 89 // If there's no XInput DLL on the system, early out so that we don't |
| 90 // call any other XInput functions. |
| 91 if (!xinput_available_) { |
| 92 pads->length = 0; |
| 93 return; |
| 94 } |
| 95 |
| 96 pads->length = WebGamepads::itemsLengthCap; |
| 97 |
| 98 // If we got notification that system devices have been updated, then |
| 99 // run GetCapabilities to update the connected status and the device |
| 100 // identifier. It can be slow to do to both GetCapabilities and |
| 101 // GetState on unconnected devices, so we want to avoid a 2-5ms pause |
| 102 // here by only doing this when the devices are updated (despite |
| 103 // documentation claiming it's OK to call it any time). |
| 104 if (devices_changed_hint) { |
| 105 for (unsigned i = 0; i < WebGamepads::itemsLengthCap; ++i) { |
| 106 WebGamepad& pad = pads->items[i]; |
| 107 TRACE_EVENT1("GAMEPAD", "DataFetcherWindows::GetCapabilities", "id", i); |
| 108 XINPUT_CAPABILITIES caps; |
| 109 DWORD res = XInputGetCapabilities(i, XINPUT_FLAG_GAMEPAD, &caps); |
| 110 if (res == ERROR_DEVICE_NOT_CONNECTED) { |
| 111 pad.connected = false; |
| 112 } else { |
| 113 pad.connected = true; |
| 114 base::swprintf(pad.id, |
| 115 WebGamepad::idLengthCap, |
| 116 L"Xbox 360 Controller (XInput %ls)", |
| 117 GamepadSubTypeName(caps.SubType)); |
| 118 } |
| 119 } |
| 120 } |
| 121 |
| 122 // We've updated the connection state if necessary, now update the actual |
| 123 // data for the devices that are connected. |
| 124 for (unsigned i = 0; i < WebGamepads::itemsLengthCap; ++i) { |
| 125 WebGamepad& pad = pads->items[i]; |
| 126 |
| 127 // We rely on device_changed and GetCapabilities to tell us that |
| 128 // something's been connected, but we will mark as disconnected if |
| 129 // GetState returns that we've lost the pad. |
| 130 if (!pad.connected) |
| 131 continue; |
| 132 |
| 133 XINPUT_STATE state; |
| 134 memset(&state, 0, sizeof(XINPUT_STATE)); |
| 135 TRACE_EVENT_BEGIN1("GAMEPAD", "XInputGetState", "id", i); |
| 136 DWORD dwResult = XInputGetState(i, &state); |
| 137 TRACE_EVENT_END1("GAMEPAD", "XInputGetState", "id", i); |
| 138 |
| 139 if (dwResult == ERROR_SUCCESS) { |
| 140 pad.timestamp = state.dwPacketNumber; |
| 141 pad.buttonsLength = 0; |
| 142 #define ADD(b) pad.buttons[pad.buttonsLength++] = \ |
| 143 ((state.Gamepad.wButtons & (b)) ? 1.0 : 0.0); |
| 144 ADD(XINPUT_GAMEPAD_A); |
| 145 ADD(XINPUT_GAMEPAD_B); |
| 146 ADD(XINPUT_GAMEPAD_X); |
| 147 ADD(XINPUT_GAMEPAD_Y); |
| 148 ADD(XINPUT_GAMEPAD_LEFT_SHOULDER); |
| 149 ADD(XINPUT_GAMEPAD_RIGHT_SHOULDER); |
| 150 pad.buttons[pad.buttonsLength++] = state.Gamepad.bLeftTrigger / 255.0; |
| 151 pad.buttons[pad.buttonsLength++] = state.Gamepad.bRightTrigger / 255.0; |
| 152 ADD(XINPUT_GAMEPAD_BACK); |
| 153 ADD(XINPUT_GAMEPAD_START); |
| 154 ADD(XINPUT_GAMEPAD_LEFT_THUMB); |
| 155 ADD(XINPUT_GAMEPAD_RIGHT_THUMB); |
| 156 ADD(XINPUT_GAMEPAD_DPAD_UP); |
| 157 ADD(XINPUT_GAMEPAD_DPAD_DOWN); |
| 158 ADD(XINPUT_GAMEPAD_DPAD_LEFT); |
| 159 ADD(XINPUT_GAMEPAD_DPAD_RIGHT); |
| 160 #undef ADD |
| 161 pad.axesLength = 0; |
| 162 // XInput are +up/+right, -down/-left, we want -up/-left. |
| 163 pad.axes[pad.axesLength++] = state.Gamepad.sThumbLX / 32767.0; |
| 164 pad.axes[pad.axesLength++] = -state.Gamepad.sThumbLY / 32767.0; |
| 165 pad.axes[pad.axesLength++] = state.Gamepad.sThumbRX / 32767.0; |
| 166 pad.axes[pad.axesLength++] = -state.Gamepad.sThumbRY / 32767.0; |
| 167 } else { |
| 168 pad.connected = false; |
| 169 } |
| 170 } |
| 171 } |
| 172 |
| 173 } // namespace gamepad |
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