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Unified Diff: content/browser/gamepad/platform_data_fetcher_win.cc

Issue 9110039: Revert 116724 - Add gamepad data fetcher for Linux (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src/
Patch Set: Created 8 years, 11 months ago
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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
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