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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 <dinput.h> | 7 #include <dinput.h> |
| 8 #include <dinputd.h> | 8 #include <dinputd.h> |
| 9 | 9 |
| 10 #include "base/debug/trace_event.h" | 10 #include "base/debug/trace_event.h" |
| 11 #include "base/stringprintf.h" | 11 #include "base/stringprintf.h" |
| 12 #include "content/common/gamepad_messages.h" | 12 #include "content/common/gamepad_messages.h" |
| 13 #include "content/common/gamepad_hardware_buffer.h" | 13 #include "content/common/gamepad_hardware_buffer.h" |
| 14 | 14 |
| 15 // This was removed from the Windows 8 SDK for some reason. | 15 // This was removed from the Windows 8 SDK for some reason. |
| 16 // We need it so we can get state for axes without worrying if they | 16 // We need it so we can get state for axes without worrying if they |
| 17 // exist. | 17 // exist. |
| 18 #ifndef DIDFT_OPTIONAL | 18 #ifndef DIDFT_OPTIONAL |
| 19 #define DIDFT_OPTIONAL 0x80000000 | 19 #define DIDFT_OPTIONAL 0x80000000 |
| 20 #endif | 20 #endif |
| 21 | 21 |
| 22 // Functions in this file depend on functions exported from dxguid.dll. |
| 23 #pragma comment(lib, "dxguid.lib") |
| 24 |
| 22 namespace content { | 25 namespace content { |
| 23 | 26 |
| 24 using namespace WebKit; | 27 using namespace WebKit; |
| 25 | 28 |
| 26 namespace { | 29 namespace { |
| 27 | 30 |
| 28 // See http://goo.gl/5VSJR. These are not available in all versions of the | 31 // See http://goo.gl/5VSJR. These are not available in all versions of the |
| 29 // header, but they can be returned from the driver, so we define our own | 32 // header, but they can be returned from the driver, so we define our own |
| 30 // versions here. | 33 // versions here. |
| 31 static const BYTE kDeviceSubTypeGamepad = 1; | 34 static const BYTE kDeviceSubTypeGamepad = 1; |
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| 483 return false; | 486 return false; |
| 484 xinput_get_state_ = reinterpret_cast<XInputGetStateFunc>( | 487 xinput_get_state_ = reinterpret_cast<XInputGetStateFunc>( |
| 485 xinput_dll_.GetFunctionPointer("XInputGetState")); | 488 xinput_dll_.GetFunctionPointer("XInputGetState")); |
| 486 if (!xinput_get_state_) | 489 if (!xinput_get_state_) |
| 487 return false; | 490 return false; |
| 488 xinput_enable_(true); | 491 xinput_enable_(true); |
| 489 return true; | 492 return true; |
| 490 } | 493 } |
| 491 | 494 |
| 492 } // namespace content | 495 } // namespace content |
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