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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 content { | |
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 GamepadDataFetcherWindows::GamepadDataFetcherWindows() | |
82 : xinput_available_(EnableXInput()) { | |
83 } | |
84 | |
85 void GamepadDataFetcherWindows::GetGamepadData(WebGamepads* pads, | |
86 bool devices_changed_hint) { | |
87 TRACE_EVENT0("GAMEPAD", "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", "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 content | |
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