Chromium Code Reviews| Index: content/browser/gamepad/data_fetcher_win.cc |
| diff --git a/content/browser/gamepad/data_fetcher_win.cc b/content/browser/gamepad/data_fetcher_win.cc |
| new file mode 100644 |
| index 0000000000000000000000000000000000000000..ad10ac15a5d77b0892f1fb35cd2611288c94e07b |
| --- /dev/null |
| +++ b/content/browser/gamepad/data_fetcher_win.cc |
| @@ -0,0 +1,173 @@ |
| +// Copyright (c) 2011 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. |
| + |
| +#include "content/browser/gamepad/data_fetcher_win.h" |
| + |
| +#include "base/debug/trace_event.h" |
| +#include "content/common/gamepad_messages.h" |
| +#include "content/common/gamepad_hardware_buffer.h" |
| + |
| +#include <delayimp.h> |
| + |
| +#pragma comment(lib, "delayimp.lib") |
| +#pragma comment(lib, "xinput.lib") |
| + |
| +namespace gamepad { |
| + |
| +using namespace WebKit; |
| + |
| +namespace { |
| + |
| +// See http://goo.gl/5VSJR. These are not available in all versions of the |
| +// header, but they can be returned from the driver, so we define our own |
| +// versions here. |
| +static const BYTE kDeviceSubTypeGamepad = 1; |
| +static const BYTE kDeviceSubTypeWheel = 2; |
| +static const BYTE kDeviceSubTypeArcadeStick = 3; |
| +static const BYTE kDeviceSubTypeFlightStick = 4; |
| +static const BYTE kDeviceSubTypeDancePad = 5; |
| +static const BYTE kDeviceSubTypeGuitar = 6; |
| +static const BYTE kDeviceSubTypeGuitarAlternate = 7; |
| +static const BYTE kDeviceSubTypeDrumKit = 8; |
| +static const BYTE kDeviceSubTypeGuitarBass = 11; |
| +static const BYTE kDeviceSubTypeArcadePad = 19; |
| + |
| +const WebUChar* const GamepadSubTypeName(BYTE sub_type) { |
| + switch (sub_type) { |
| + case kDeviceSubTypeGamepad: return L"GAMEPAD"; |
| + case kDeviceSubTypeWheel: return L"WHEEL"; |
| + case kDeviceSubTypeArcadeStick: return L"ARCADE_STICK"; |
| + case kDeviceSubTypeFlightStick: return L"FLIGHT_STICK"; |
| + case kDeviceSubTypeDancePad: return L"DANCE_PAD"; |
| + case kDeviceSubTypeGuitar: return L"GUITAR"; |
| + case kDeviceSubTypeGuitarAlternate: return L"GUITAR_ALTERNATE"; |
| + case kDeviceSubTypeDrumKit: return L"DRUM_KIT"; |
| + case kDeviceSubTypeGuitarBass: return L"GUITAR_BASS"; |
| + case kDeviceSubTypeArcadePad: return L"ARCADE_PAD"; |
| + default: return L"<UNKNOWN>"; |
| + } |
| +} |
| + |
| +// Trap only the exceptions that DELAYLOAD can throw, otherwise rethrow. |
| +// See http://msdn.microsoft.com/en-us/library/1c9e046h(v=VS.90).aspx. |
| +LONG WINAPI DelayLoadDllExceptionFilter(PEXCEPTION_POINTERS pExcPointers) { |
| + LONG disposition = EXCEPTION_EXECUTE_HANDLER; |
| + switch (pExcPointers->ExceptionRecord->ExceptionCode) { |
| + case VcppException(ERROR_SEVERITY_ERROR, ERROR_MOD_NOT_FOUND): |
| + case VcppException(ERROR_SEVERITY_ERROR, ERROR_PROC_NOT_FOUND): |
| + break; |
| + default: |
| + // Exception is not related to delay loading |
|
cpu_(ooo_6.6-7.5)
2011/11/23 01:58:27
period
scottmg
2011/11/23 02:10:10
Done.
|
| + disposition = EXCEPTION_CONTINUE_SEARCH; |
| + break; |
| + } |
| + return disposition; |
| +} |
| + |
| +bool XInputAvailable() { |
|
cpu_(ooo_6.6-7.5)
2011/11/23 01:58:27
my only beef is that the function name implies a q
scottmg
2011/11/23 02:10:10
Done.
|
| + // We have specified DELAYLOAD for xinput1_3.dll. If the DLL is not |
| + // installed (XP w/o DirectX redist installed), we disable functionality. |
| + __try { |
| + XInputEnable(true); |
| + } __except(DelayLoadDllExceptionFilter(GetExceptionInformation())) { |
| + return false; |
| + } |
| + return true; |
| +} |
| + |
| +} |
| + |
| +DataFetcherWindows::DataFetcherWindows() |
| + : xinput_available_(XInputAvailable()) { |
| +} |
| + |
| +void DataFetcherWindows::GetGamepadData(WebGamepads* pads, |
| + bool devices_changed_hint) { |
| + TRACE_EVENT0("GAMEPAD", "DataFetcherWindows::GetGamepadData"); |
| + |
| + // If there's no XInput DLL on the system, early out so that we don't |
| + // call any other XInput functions. |
| + if (!xinput_available_) { |
| + pads->length = 0; |
| + return; |
| + } |
| + |
| + pads->length = WebGamepads::itemsLengthCap; |
| + |
| + // If we got notification that system devices have been updated, then |
| + // run GetCapabilities to update the connected status and the device |
| + // identifier. It can be slow to do to both GetCapabilities and |
| + // GetState on unconnected devices, so we want to avoid a 2-5ms pause |
| + // here by only doing this when the devices are updated (despite |
| + // documentation claiming it's OK to call it any time). |
| + if (devices_changed_hint) { |
| + for (unsigned i = 0; i < WebGamepads::itemsLengthCap; ++i) { |
| + WebGamepad& pad = pads->items[i]; |
| + TRACE_EVENT1("GAMEPAD", "DataFetcherWindows::GetCapabilities", "id", i); |
| + XINPUT_CAPABILITIES caps; |
| + DWORD res = XInputGetCapabilities(i, XINPUT_FLAG_GAMEPAD, &caps); |
| + if (res == ERROR_DEVICE_NOT_CONNECTED) { |
| + pad.connected = false; |
| + } else { |
| + pad.connected = true; |
| + base::swprintf(pad.id, |
| + WebGamepad::idLengthCap, |
| + L"Xbox 360 Controller (XInput %ls)", |
| + GamepadSubTypeName(caps.SubType)); |
| + } |
| + } |
| + } |
| + |
| + // We've updated the connection state if necessary, now update the actual |
| + // data for the devices that are connected. |
| + for (unsigned i = 0; i < WebGamepads::itemsLengthCap; ++i) { |
| + WebGamepad& pad = pads->items[i]; |
| + |
| + // We rely on device_changed and GetCapabilities to tell us that |
| + // something's been connected, but we will mark as disconnected if |
| + // GetState returns that we've lost the pad. |
| + if (!pad.connected) |
| + continue; |
| + |
| + XINPUT_STATE state; |
| + memset(&state, 0, sizeof(XINPUT_STATE)); |
| + TRACE_EVENT_BEGIN1("GAMEPAD", "XInputGetState", "id", i); |
| + DWORD dwResult = XInputGetState(i, &state); |
| + TRACE_EVENT_END1("GAMEPAD", "XInputGetState", "id", i); |
| + |
| + if (dwResult == ERROR_SUCCESS) { |
| + pad.timestamp = state.dwPacketNumber; |
| + pad.buttonsLength = 0; |
| +#define ADD(b) pad.buttons[pad.buttonsLength++] = \ |
| + ((state.Gamepad.wButtons & (b)) ? 1.0 : 0.0); |
| + ADD(XINPUT_GAMEPAD_A); |
| + ADD(XINPUT_GAMEPAD_B); |
| + ADD(XINPUT_GAMEPAD_X); |
| + ADD(XINPUT_GAMEPAD_Y); |
| + ADD(XINPUT_GAMEPAD_LEFT_SHOULDER); |
| + ADD(XINPUT_GAMEPAD_RIGHT_SHOULDER); |
| + pad.buttons[pad.buttonsLength++] = state.Gamepad.bLeftTrigger / 255.0; |
| + pad.buttons[pad.buttonsLength++] = state.Gamepad.bRightTrigger / 255.0; |
| + ADD(XINPUT_GAMEPAD_BACK); |
| + ADD(XINPUT_GAMEPAD_START); |
| + ADD(XINPUT_GAMEPAD_LEFT_THUMB); |
| + ADD(XINPUT_GAMEPAD_RIGHT_THUMB); |
| + ADD(XINPUT_GAMEPAD_DPAD_UP); |
| + ADD(XINPUT_GAMEPAD_DPAD_DOWN); |
| + ADD(XINPUT_GAMEPAD_DPAD_LEFT); |
| + ADD(XINPUT_GAMEPAD_DPAD_RIGHT); |
| +#undef ADD |
| + pad.axesLength = 0; |
| + // XInput are +up/+right, -down/-left, we want -up/-left. |
| + pad.axes[pad.axesLength++] = state.Gamepad.sThumbLX / 32767.0; |
| + pad.axes[pad.axesLength++] = -state.Gamepad.sThumbLY / 32767.0; |
| + pad.axes[pad.axesLength++] = state.Gamepad.sThumbRX / 32767.0; |
| + pad.axes[pad.axesLength++] = -state.Gamepad.sThumbRY / 32767.0; |
| + } else { |
| + pad.connected = false; |
| + } |
| + } |
| +} |
| + |
| +} // namespace gamepad |