| 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
|
| --- /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.
|
| + 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
|
|
|