Index: content/browser/gamepad/platform_data_fetcher_win.cc |
=================================================================== |
--- content/browser/gamepad/platform_data_fetcher_win.cc (revision 116725) |
+++ content/browser/gamepad/platform_data_fetcher_win.cc (working copy) |
@@ -1,173 +0,0 @@ |
-// Copyright (c) 2012 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/platform_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 content { |
- |
-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; |
-} |
- |
-} |
- |
-GamepadPlatformDataFetcherWin::GamepadPlatformDataFetcherWin() |
- : xinput_available_(EnableXInput()) { |
-} |
- |
-void GamepadPlatformDataFetcherWin::GetGamepadData(WebGamepads* pads, |
- bool devices_changed_hint) { |
- TRACE_EVENT0("GAMEPAD", "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", "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 STANDARD %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 content |