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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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