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

Issue 135523006: Implemented Gamepad support via Raw Input on Windows (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Features, fixes, and cleanups Created 6 years, 11 months ago
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Index: content/browser/gamepad/gamepad_platform_data_fetcher_win.cc
diff --git a/content/browser/gamepad/gamepad_platform_data_fetcher_win.cc b/content/browser/gamepad/gamepad_platform_data_fetcher_win.cc
index f8f3dafb04a2277f80018f96218888f706e686a3..1424b6d1df955da315139f8034ece7832a4fe9ca 100644
--- a/content/browser/gamepad/gamepad_platform_data_fetcher_win.cc
+++ b/content/browser/gamepad/gamepad_platform_data_fetcher_win.cc
@@ -217,6 +217,9 @@ GamepadPlatformDataFetcherWin::GamepadPlatformDataFetcherWin()
directinput_available_ = false;
for (size_t i = 0; i < WebGamepads::itemsLengthCap; ++i)
pad_state_[i].status = DISCONNECTED;
+
+ raw_input_fetcher_.reset(new RawInputDataFetcher());
+ raw_input_fetcher_->StartMonitor();
}
GamepadPlatformDataFetcherWin::~GamepadPlatformDataFetcherWin() {
@@ -224,6 +227,8 @@ GamepadPlatformDataFetcherWin::~GamepadPlatformDataFetcherWin() {
if (pad_state_[i].status == DIRECTINPUT_CONNECTED)
pad_state_[i].directinput_gamepad->Release();
}
+
+ raw_input_fetcher_->StopMonitor();
}
int GamepadPlatformDataFetcherWin::FirstAvailableGamepadId() const {
@@ -253,6 +258,16 @@ bool GamepadPlatformDataFetcherWin::HasDirectInputGamepad(
return false;
}
+bool GamepadPlatformDataFetcherWin::HasRawInputGamepad(
+ const HANDLE handle) const {
+ for (size_t i = 0; i < WebGamepads::itemsLengthCap; ++i) {
+ if (pad_state_[i].status == RAWINPUT_CONNECTED &&
+ pad_state_[i].handle == handle)
+ return true;
+ }
+ return false;
+}
+
void GamepadPlatformDataFetcherWin::EnumerateDevices(
WebGamepads* pads) {
TRACE_EVENT0("GAMEPAD", "EnumerateDevices");
@@ -273,6 +288,8 @@ void GamepadPlatformDataFetcherWin::EnumerateDevices(
if (xinput_available_ && GetXInputPadConnectivity(i, &pad)) {
pad_state_[pad_index].status = XINPUT_CONNECTED;
pad_state_[pad_index].xinput_index = i;
+ pad_state_[pad_index].mapper = NULL;
+ pads->length++;
}
}
@@ -303,6 +320,35 @@ void GamepadPlatformDataFetcherWin::EnumerateDevices(
state.guid = directinput_gamepads[i].guid;
state.directinput_gamepad = directinput_gamepads[i].gamepad;
state.mapper = directinput_gamepads[i].mapper;
+ pads->length++;
+ }
+ }
+
+ if (raw_input_fetcher_->Available()) {
+ std::vector<RawJoystickInfo*> raw_inputs =
+ raw_input_fetcher_->EnumerateDevices();
+ for (size_t i = 0; i < raw_inputs.size(); ++i) {
+ RawJoystickInfo* joystick = raw_inputs[i];
+ if (HasRawInputGamepad(joystick->handle))
+ continue;
+ int pad_index = FirstAvailableGamepadId();
+ if (pad_index == -1)
+ return;
+ WebGamepad& pad = pads->items[pad_index];
+ pad.connected = true;
+ PadState& state = pad_state_[pad_index];
+ state.status = RAWINPUT_CONNECTED;
+ state.handle = joystick->handle;
+
+ std::string vendor = base::StringPrintf("%04x", joystick->vendor_id);
+ std::string product = base::StringPrintf("%04x", joystick->product_id);
+ state.mapper = GetGamepadStandardMappingFunction(vendor, product);
+
+ swprintf(pad.id, WebGamepad::idLengthCap,
+ L"%ls (%lsVendor: %04x Product: %04x)",
+ joystick->id, state.mapper ? L"STANDARD GAMEPAD " : L"",
+ joystick->vendor_id, joystick->product_id);
+ pads->length++;
}
}
}
@@ -312,7 +358,9 @@ void GamepadPlatformDataFetcherWin::GetGamepadData(WebGamepads* pads,
bool devices_changed_hint) {
TRACE_EVENT0("GAMEPAD", "GetGamepadData");
- if (!xinput_available_ && !directinput_available_) {
+ if (!xinput_available_ &&
+ !directinput_available_ &&
+ !raw_input_fetcher_->Available()) {
pads->length = 0;
return;
}
@@ -325,16 +373,37 @@ void GamepadPlatformDataFetcherWin::GetGamepadData(WebGamepads* pads,
// 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)
- EnumerateDevices(pads);
+ EnumerateDevices(&data_);
+ pads->length = data_.length;
for (size_t 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
+ // Get___PadState returns that we've lost the pad.
+ if (!data_.items[i].connected)
+ continue;
+
if (pad_state_[i].status == XINPUT_CONNECTED)
- GetXInputPadData(i, &pad);
+ GetXInputPadData(i, &data_.items[i]);
else if (pad_state_[i].status == DIRECTINPUT_CONNECTED)
- GetDirectInputPadData(i, &pad);
+ GetDirectInputPadData(i, &data_.items[i]);
+ else if (pad_state_[i].status == RAWINPUT_CONNECTED)
+ GetRawInputPadData(i, &data_.items[i]);
+
+ // Copy to the current state to the output buffer, using the mapping
+ // function, if there is one available.
+ if (pad_state_[i].mapper)
+ pad_state_[i].mapper(data_.items[i], &pads->items[i]);
+ else
+ pads->items[i] = data_.items[i];
scottmg 2014/01/31 20:51:10 this seems kind of silly for xinput
}
- pads->length = WebGamepads::itemsLengthCap;
+}
+
+void GamepadPlatformDataFetcherWin::PauseHint(bool pause) {
+ if (pause)
+ raw_input_fetcher_->StopMonitor();
+ else
+ raw_input_fetcher_->StartMonitor();
}
bool GamepadPlatformDataFetcherWin::GetXInputPadConnectivity(
@@ -360,12 +429,6 @@ bool GamepadPlatformDataFetcherWin::GetXInputPadConnectivity(
void GamepadPlatformDataFetcherWin::GetXInputPadData(
int i,
WebGamepad* pad) {
- // 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)
- return;
-
XINPUT_STATE state;
memset(&state, 0, sizeof(XINPUT_STATE));
TRACE_EVENT_BEGIN1("GAMEPAD", "XInputGetState", "id", i);
@@ -408,9 +471,6 @@ void GamepadPlatformDataFetcherWin::GetXInputPadData(
void GamepadPlatformDataFetcherWin::GetDirectInputPadData(
int index,
WebGamepad* pad) {
- if (!pad->connected)
- return;
-
IDirectInputDevice8* gamepad = pad_state_[index].directinput_gamepad;
if (FAILED(gamepad->Poll())) {
// Polling didn't work, try acquiring the gamepad.
@@ -432,10 +492,9 @@ void GamepadPlatformDataFetcherWin::GetDirectInputPadData(
return;
}
- WebGamepad raw;
- raw.connected = true;
+ pad->connected = true;
for (int i = 0; i < 16; i++)
- raw.buttons[i] = (state.buttons[i] & 0x80) ? 1.0 : 0.0;
+ pad->buttons[i] = (state.buttons[i] & 0x80) ? 1.0 : 0.0;
// We map the POV (often a D-pad) into the buttons 16-19.
// DirectInput gives pov measurements in hundredths of degrees,
@@ -443,29 +502,49 @@ void GamepadPlatformDataFetcherWin::GetDirectInputPadData(
// We use 22.5 degree slices so we can handle diagonal D-raw presses.
static const int arc_segment = 2250; // 22.5 degrees = 1/16 circle
if (state.pov > arc_segment && state.pov < 7 * arc_segment)
- raw.buttons[19] = 1.0;
+ pad->buttons[19] = 1.0;
else
- raw.buttons[19] = 0.0;
+ pad->buttons[19] = 0.0;
if (state.pov > 5 * arc_segment && state.pov < 11 * arc_segment)
- raw.buttons[17] = 1.0;
+ pad->buttons[17] = 1.0;
else
- raw.buttons[17] = 0.0;
+ pad->buttons[17] = 0.0;
if (state.pov > 9 * arc_segment && state.pov < 15 * arc_segment)
- raw.buttons[18] = 1.0;
+ pad->buttons[18] = 1.0;
else
- raw.buttons[18] = 0.0;
+ pad->buttons[18] = 0.0;
if (state.pov < 3 * arc_segment ||
(state.pov > 13 * arc_segment && state.pov < 36000))
- raw.buttons[16] = 1.0;
+ pad->buttons[16] = 1.0;
else
- raw.buttons[16] = 0.0;
+ pad->buttons[16] = 0.0;
for (int i = 0; i < 10; i++)
- raw.axes[i] = state.axes[i];
- pad_state_[index].mapper(raw, pad);
+ pad->axes[i] = state.axes[i];
+}
+
+void GamepadPlatformDataFetcherWin::GetRawInputPadData(
+ int index,
+ WebGamepad* pad) {
+ RawJoystickInfo* joystick = raw_input_fetcher_->GetJoystickInfo(
+ pad_state_[index].handle);
+ if (!joystick) {
+ pad->connected = false;
+ return;
+ }
+
+ pad->timestamp = joystick->report_id;
+ pad->buttonsLength = joystick->buttons_length;
+ pad->axesLength = joystick->axes_length;
+
+ for (unsigned int i = 0; i < pad->buttonsLength; i++)
+ pad->buttons[i] = joystick->buttons[i] ? 1.0 : 0.0;
+
+ for (unsigned int i = 0; i < pad->axesLength; i++)
+ pad->axes[i] = joystick->axes[i].value;
}
bool GamepadPlatformDataFetcherWin::GetXInputDllFunctions() {

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