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..edd76a735b89780d1d43a16756f827d23bc93b4f |
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+++ 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. |
+ disposition = EXCEPTION_CONTINUE_SEARCH; |
+ break; |
+ } |
+ return disposition; |
+} |
+ |
+bool EnableXInput() { |
+ // 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_(EnableXInput()) { |
+} |
+ |
+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 |