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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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