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Issue 135523006: Implemented Gamepad support via Raw Input on Windows (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Rebase Created 6 years, 10 months ago
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1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. 1 // Copyright (c) 2012 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #include "content/browser/gamepad/gamepad_platform_data_fetcher_win.h" 5 #include "content/browser/gamepad/gamepad_platform_data_fetcher_win.h"
6 6
7 #include "base/debug/trace_event.h" 7 #include "base/debug/trace_event.h"
8 #include "base/strings/stringprintf.h" 8 #include "base/strings/stringprintf.h"
9 #include "base/win/windows_version.h" 9 #include "base/win/windows_version.h"
10 #include "content/common/gamepad_hardware_buffer.h" 10 #include "content/common/gamepad_hardware_buffer.h"
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50 } 50 }
51 } 51 }
52 52
53 } // namespace 53 } // namespace
54 54
55 GamepadPlatformDataFetcherWin::GamepadPlatformDataFetcherWin() 55 GamepadPlatformDataFetcherWin::GamepadPlatformDataFetcherWin()
56 : xinput_dll_(base::FilePath(FILE_PATH_LITERAL("xinput1_3.dll"))), 56 : xinput_dll_(base::FilePath(FILE_PATH_LITERAL("xinput1_3.dll"))),
57 xinput_available_(GetXInputDllFunctions()) { 57 xinput_available_(GetXInputDllFunctions()) {
58 for (size_t i = 0; i < WebGamepads::itemsLengthCap; ++i) 58 for (size_t i = 0; i < WebGamepads::itemsLengthCap; ++i)
59 pad_state_[i].status = DISCONNECTED; 59 pad_state_[i].status = DISCONNECTED;
60
61 raw_input_fetcher_.reset(new RawInputDataFetcher());
62 raw_input_fetcher_->StartMonitor();
60 } 63 }
61 64
62 GamepadPlatformDataFetcherWin::~GamepadPlatformDataFetcherWin() { 65 GamepadPlatformDataFetcherWin::~GamepadPlatformDataFetcherWin() {
63 66 raw_input_fetcher_->StopMonitor();
64 } 67 }
65 68
66 int GamepadPlatformDataFetcherWin::FirstAvailableGamepadId() const { 69 int GamepadPlatformDataFetcherWin::FirstAvailableGamepadId() const {
67 for (size_t i = 0; i < WebGamepads::itemsLengthCap; ++i) { 70 for (size_t i = 0; i < WebGamepads::itemsLengthCap; ++i) {
68 if (pad_state_[i].status == DISCONNECTED) 71 if (pad_state_[i].status == DISCONNECTED)
69 return i; 72 return i;
70 } 73 }
71 return -1; 74 return -1;
72 } 75 }
73 76
74 bool GamepadPlatformDataFetcherWin::HasXInputGamepad(int index) const { 77 bool GamepadPlatformDataFetcherWin::HasXInputGamepad(int index) const {
75 for (size_t i = 0; i < WebGamepads::itemsLengthCap; ++i) { 78 for (size_t i = 0; i < WebGamepads::itemsLengthCap; ++i) {
76 if (pad_state_[i].status == XINPUT_CONNECTED && 79 if (pad_state_[i].status == XINPUT_CONNECTED &&
77 pad_state_[i].xinput_index == index) 80 pad_state_[i].xinput_index == index)
78 return true; 81 return true;
79 } 82 }
80 return false; 83 return false;
81 } 84 }
82 85
86 bool GamepadPlatformDataFetcherWin::HasRawInputGamepad(
87 const HANDLE handle) const {
88 for (size_t i = 0; i < WebGamepads::itemsLengthCap; ++i) {
89 if (pad_state_[i].status == RAWINPUT_CONNECTED &&
90 pad_state_[i].raw_input_handle == handle)
91 return true;
92 }
93 return false;
94 }
95
83 void GamepadPlatformDataFetcherWin::EnumerateDevices( 96 void GamepadPlatformDataFetcherWin::EnumerateDevices(
84 WebGamepads* pads) { 97 WebGamepads* pads) {
85 TRACE_EVENT0("GAMEPAD", "EnumerateDevices"); 98 TRACE_EVENT0("GAMEPAD", "EnumerateDevices");
86 99
87 // Mark all disconnected pads DISCONNECTED. 100 // Mark all disconnected pads DISCONNECTED.
88 for (size_t i = 0; i < WebGamepads::itemsLengthCap; ++i) { 101 for (size_t i = 0; i < WebGamepads::itemsLengthCap; ++i) {
89 if (!pads->items[i].connected) 102 if (!pads->items[i].connected)
90 pad_state_[i].status = DISCONNECTED; 103 pad_state_[i].status = DISCONNECTED;
91 } 104 }
92 105
93 for (size_t i = 0; i < XUSER_MAX_COUNT; ++i) { 106 for (size_t i = 0; i < XUSER_MAX_COUNT; ++i) {
94 if (HasXInputGamepad(i)) 107 if (HasXInputGamepad(i))
95 continue; 108 continue;
96 int pad_index = FirstAvailableGamepadId(); 109 int pad_index = FirstAvailableGamepadId();
97 if (pad_index == -1) 110 if (pad_index == -1)
98 return; // We can't add any more gamepads. 111 return; // We can't add any more gamepads.
99 WebGamepad& pad = pads->items[pad_index]; 112 WebGamepad& pad = pads->items[pad_index];
100 if (xinput_available_ && GetXInputPadConnectivity(i, &pad)) { 113 if (xinput_available_ && GetXInputPadConnectivity(i, &pad)) {
101 pad_state_[pad_index].status = XINPUT_CONNECTED; 114 pad_state_[pad_index].status = XINPUT_CONNECTED;
102 pad_state_[pad_index].xinput_index = i; 115 pad_state_[pad_index].xinput_index = i;
116 pad_state_[pad_index].mapper = NULL;
117 pads->length++;
118 }
119 }
120
121 if (raw_input_fetcher_->Available()) {
122 std::vector<RawGamepadInfo*> raw_inputs =
123 raw_input_fetcher_->EnumerateDevices();
124 for (size_t i = 0; i < raw_inputs.size(); ++i) {
125 RawGamepadInfo* gamepad = raw_inputs[i];
126 if (HasRawInputGamepad(gamepad->handle))
127 continue;
128 int pad_index = FirstAvailableGamepadId();
129 if (pad_index == -1)
130 return;
131 WebGamepad& pad = pads->items[pad_index];
132 pad.connected = true;
133 PadState& state = pad_state_[pad_index];
134 state.status = RAWINPUT_CONNECTED;
135 state.raw_input_handle = gamepad->handle;
136
137 std::string vendor = base::StringPrintf("%04x", gamepad->vendor_id);
138 std::string product = base::StringPrintf("%04x", gamepad->product_id);
139 state.mapper = GetGamepadStandardMappingFunction(vendor, product);
140
141 swprintf(pad.id, WebGamepad::idLengthCap,
142 L"%ls (%lsVendor: %04x Product: %04x)",
143 gamepad->id, state.mapper ? L"STANDARD GAMEPAD " : L"",
144 gamepad->vendor_id, gamepad->product_id);
145 pads->length++;
103 } 146 }
104 } 147 }
105 } 148 }
106 149
107 150
108 void GamepadPlatformDataFetcherWin::GetGamepadData(WebGamepads* pads, 151 void GamepadPlatformDataFetcherWin::GetGamepadData(WebGamepads* pads,
109 bool devices_changed_hint) { 152 bool devices_changed_hint) {
110 TRACE_EVENT0("GAMEPAD", "GetGamepadData"); 153 TRACE_EVENT0("GAMEPAD", "GetGamepadData");
111 154
112 if (!xinput_available_) { 155 if (!xinput_available_ &&
156 !raw_input_fetcher_->Available()) {
113 pads->length = 0; 157 pads->length = 0;
114 return; 158 return;
115 } 159 }
116 160
117 // A note on XInput devices: 161 // A note on XInput devices:
118 // If we got notification that system devices have been updated, then 162 // If we got notification that system devices have been updated, then
119 // run GetCapabilities to update the connected status and the device 163 // run GetCapabilities to update the connected status and the device
120 // identifier. It can be slow to do to both GetCapabilities and 164 // identifier. It can be slow to do to both GetCapabilities and
121 // GetState on unconnected devices, so we want to avoid a 2-5ms pause 165 // GetState on unconnected devices, so we want to avoid a 2-5ms pause
122 // here by only doing this when the devices are updated (despite 166 // here by only doing this when the devices are updated (despite
123 // documentation claiming it's OK to call it any time). 167 // documentation claiming it's OK to call it any time).
124 if (devices_changed_hint) 168 if (devices_changed_hint)
125 EnumerateDevices(pads); 169 EnumerateDevices(pads);
126 170
127 for (size_t i = 0; i < WebGamepads::itemsLengthCap; ++i) { 171 for (size_t i = 0; i < WebGamepads::itemsLengthCap; ++i) {
128 WebGamepad& pad = pads->items[i]; 172 // We rely on device_changed and GetCapabilities to tell us that
173 // something's been connected, but we will mark as disconnected if
174 // Get___PadState returns that we've lost the pad.
175 if (!pads->items[i].connected)
176 continue;
177
129 if (pad_state_[i].status == XINPUT_CONNECTED) 178 if (pad_state_[i].status == XINPUT_CONNECTED)
130 GetXInputPadData(i, &pad); 179 GetXInputPadData(i, &pads->items[i]);
180 else if (pad_state_[i].status == RAWINPUT_CONNECTED)
181 GetRawInputPadData(i, &pads->items[i]);
131 } 182 }
132 pads->length = WebGamepads::itemsLengthCap; 183 }
184
185 void GamepadPlatformDataFetcherWin::PauseHint(bool pause) {
186 if (pause)
187 raw_input_fetcher_->StopMonitor();
188 else
189 raw_input_fetcher_->StartMonitor();
133 } 190 }
134 191
135 bool GamepadPlatformDataFetcherWin::GetXInputPadConnectivity( 192 bool GamepadPlatformDataFetcherWin::GetXInputPadConnectivity(
136 int i, 193 int i,
137 WebGamepad* pad) const { 194 WebGamepad* pad) const {
138 DCHECK(pad); 195 DCHECK(pad);
139 TRACE_EVENT1("GAMEPAD", "GetXInputPadConnectivity", "id", i); 196 TRACE_EVENT1("GAMEPAD", "GetXInputPadConnectivity", "id", i);
140 XINPUT_CAPABILITIES caps; 197 XINPUT_CAPABILITIES caps;
141 DWORD res = xinput_get_capabilities_(i, XINPUT_FLAG_GAMEPAD, &caps); 198 DWORD res = xinput_get_capabilities_(i, XINPUT_FLAG_GAMEPAD, &caps);
142 if (res == ERROR_DEVICE_NOT_CONNECTED) { 199 if (res == ERROR_DEVICE_NOT_CONNECTED) {
143 pad->connected = false; 200 pad->connected = false;
144 return false; 201 return false;
145 } else { 202 } else {
146 pad->connected = true; 203 pad->connected = true;
147 swprintf(pad->id, 204 swprintf(pad->id,
148 WebGamepad::idLengthCap, 205 WebGamepad::idLengthCap,
149 L"Xbox 360 Controller (XInput STANDARD %ls)", 206 L"Xbox 360 Controller (XInput STANDARD %ls)",
150 GamepadSubTypeName(caps.SubType)); 207 GamepadSubTypeName(caps.SubType));
151 return true; 208 return true;
152 } 209 }
153 } 210 }
154 211
155 void GamepadPlatformDataFetcherWin::GetXInputPadData( 212 void GamepadPlatformDataFetcherWin::GetXInputPadData(
156 int i, 213 int i,
157 WebGamepad* pad) { 214 WebGamepad* pad) {
158 // We rely on device_changed and GetCapabilities to tell us that
159 // something's been connected, but we will mark as disconnected if
160 // GetState returns that we've lost the pad.
161 if (!pad->connected)
162 return;
163
164 XINPUT_STATE state; 215 XINPUT_STATE state;
165 memset(&state, 0, sizeof(XINPUT_STATE)); 216 memset(&state, 0, sizeof(XINPUT_STATE));
166 TRACE_EVENT_BEGIN1("GAMEPAD", "XInputGetState", "id", i); 217 TRACE_EVENT_BEGIN1("GAMEPAD", "XInputGetState", "id", i);
167 DWORD dwResult = xinput_get_state_(pad_state_[i].xinput_index, &state); 218 DWORD dwResult = xinput_get_state_(pad_state_[i].xinput_index, &state);
168 TRACE_EVENT_END1("GAMEPAD", "XInputGetState", "id", i); 219 TRACE_EVENT_END1("GAMEPAD", "XInputGetState", "id", i);
169 220
170 if (dwResult == ERROR_SUCCESS) { 221 if (dwResult == ERROR_SUCCESS) {
171 pad->timestamp = state.dwPacketNumber; 222 pad->timestamp = state.dwPacketNumber;
172 pad->buttonsLength = 0; 223 pad->buttonsLength = 0;
173 #define ADD(b) pad->buttons[pad->buttonsLength++] = \ 224 #define ADD(b) pad->buttons[pad->buttonsLength++] = \
(...skipping 19 matching lines...) Expand all
193 // XInput are +up/+right, -down/-left, we want -up/-left. 244 // XInput are +up/+right, -down/-left, we want -up/-left.
194 pad->axes[pad->axesLength++] = NormalizeXInputAxis(state.Gamepad.sThumbLX); 245 pad->axes[pad->axesLength++] = NormalizeXInputAxis(state.Gamepad.sThumbLX);
195 pad->axes[pad->axesLength++] = -NormalizeXInputAxis(state.Gamepad.sThumbLY); 246 pad->axes[pad->axesLength++] = -NormalizeXInputAxis(state.Gamepad.sThumbLY);
196 pad->axes[pad->axesLength++] = NormalizeXInputAxis(state.Gamepad.sThumbRX); 247 pad->axes[pad->axesLength++] = NormalizeXInputAxis(state.Gamepad.sThumbRX);
197 pad->axes[pad->axesLength++] = -NormalizeXInputAxis(state.Gamepad.sThumbRY); 248 pad->axes[pad->axesLength++] = -NormalizeXInputAxis(state.Gamepad.sThumbRY);
198 } else { 249 } else {
199 pad->connected = false; 250 pad->connected = false;
200 } 251 }
201 } 252 }
202 253
254 void GamepadPlatformDataFetcherWin::GetRawInputPadData(
255 int index,
256 WebGamepad* pad) {
257 RawGamepadInfo* gamepad = raw_input_fetcher_->GetGamepadInfo(
258 pad_state_[index].raw_input_handle);
259 if (!gamepad) {
260 pad->connected = false;
261 return;
262 }
263
264 WebGamepad raw_pad = *pad;
265
266 raw_pad.timestamp = gamepad->report_id;
267 raw_pad.buttonsLength = gamepad->buttons_length;
268 raw_pad.axesLength = gamepad->axes_length;
269
270 for (unsigned int i = 0; i < raw_pad.buttonsLength; i++)
271 raw_pad.buttons[i] = gamepad->buttons[i] ? 1.0 : 0.0;
272
273 for (unsigned int i = 0; i < raw_pad.axesLength; i++)
274 raw_pad.axes[i] = gamepad->axes[i].value;
275
276 // Copy to the current state to the output buffer, using the mapping
277 // function, if there is one available.
278 if (pad_state_[index].mapper)
279 pad_state_[index].mapper(raw_pad, pad);
280 else
281 *pad = raw_pad;
282 }
283
203 bool GamepadPlatformDataFetcherWin::GetXInputDllFunctions() { 284 bool GamepadPlatformDataFetcherWin::GetXInputDllFunctions() {
204 xinput_get_capabilities_ = NULL; 285 xinput_get_capabilities_ = NULL;
205 xinput_get_state_ = NULL; 286 xinput_get_state_ = NULL;
206 xinput_enable_ = reinterpret_cast<XInputEnableFunc>( 287 xinput_enable_ = reinterpret_cast<XInputEnableFunc>(
207 xinput_dll_.GetFunctionPointer("XInputEnable")); 288 xinput_dll_.GetFunctionPointer("XInputEnable"));
208 if (!xinput_enable_) 289 if (!xinput_enable_)
209 return false; 290 return false;
210 xinput_get_capabilities_ = reinterpret_cast<XInputGetCapabilitiesFunc>( 291 xinput_get_capabilities_ = reinterpret_cast<XInputGetCapabilitiesFunc>(
211 xinput_dll_.GetFunctionPointer("XInputGetCapabilities")); 292 xinput_dll_.GetFunctionPointer("XInputGetCapabilities"));
212 if (!xinput_get_capabilities_) 293 if (!xinput_get_capabilities_)
213 return false; 294 return false;
214 xinput_get_state_ = reinterpret_cast<XInputGetStateFunc>( 295 xinput_get_state_ = reinterpret_cast<XInputGetStateFunc>(
215 xinput_dll_.GetFunctionPointer("XInputGetState")); 296 xinput_dll_.GetFunctionPointer("XInputGetState"));
216 if (!xinput_get_state_) 297 if (!xinput_get_state_)
217 return false; 298 return false;
218 xinput_enable_(true); 299 xinput_enable_(true);
219 return true; 300 return true;
220 } 301 }
221 302
222 } // namespace content 303 } // namespace content
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