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

Issue 2081583002: Migrating majority of gamepad from content/browser/ to device/ (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Final tweaks Created 4 years, 5 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
deleted file mode 100644
index c761e83858f077b33f2103fa7d40eff628bf7ccc..0000000000000000000000000000000000000000
--- a/content/browser/gamepad/gamepad_platform_data_fetcher_win.cc
+++ /dev/null
@@ -1,352 +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/gamepad_platform_data_fetcher_win.h"
-
-#include <stddef.h>
-#include <string.h>
-
-#include "base/strings/stringprintf.h"
-#include "base/trace_event/trace_event.h"
-#include "base/win/windows_version.h"
-#include "content/common/gamepad_hardware_buffer.h"
-#include "content/common/gamepad_messages.h"
-
-namespace content {
-
-using namespace blink;
-
-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;
-
-float NormalizeXInputAxis(SHORT value) {
- return ((value + 32768.f) / 32767.5f) - 1.f;
-}
-
-const WebUChar* 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>";
- }
-}
-
-const WebUChar* XInputDllFileName() {
- // Xinput.h defines filename (XINPUT_DLL) on different Windows versions, but
- // Xinput.h specifies it in build time. Approach here uses the same values
- // and it is resolving dll filename based on Windows version it is running on.
- if (base::win::GetVersion() >= base::win::VERSION_WIN8) {
- // For Windows 8 and 10, XINPUT_DLL is xinput1_4.dll.
- return FILE_PATH_LITERAL("xinput1_4.dll");
- } else if (base::win::GetVersion() >= base::win::VERSION_WIN7) {
- return FILE_PATH_LITERAL("xinput9_1_0.dll");
- } else {
- NOTREACHED();
- return nullptr;
- }
-}
-
-} // namespace
-
-GamepadPlatformDataFetcherWin::GamepadPlatformDataFetcherWin()
- : xinput_dll_(base::FilePath(XInputDllFileName())),
- xinput_available_(GetXInputDllFunctions()) {
- for (size_t i = 0; i < WebGamepads::itemsLengthCap; ++i) {
- platform_pad_state_[i].status = DISCONNECTED;
- pad_state_[i].mapper = NULL;
- pad_state_[i].axis_mask = 0;
- pad_state_[i].button_mask = 0;
- }
-
- raw_input_fetcher_.reset(new RawInputDataFetcher());
- raw_input_fetcher_->StartMonitor();
-}
-
-GamepadPlatformDataFetcherWin::~GamepadPlatformDataFetcherWin() {
- raw_input_fetcher_->StopMonitor();
-}
-
-int GamepadPlatformDataFetcherWin::FirstAvailableGamepadId() const {
- for (size_t i = 0; i < WebGamepads::itemsLengthCap; ++i) {
- if (platform_pad_state_[i].status == DISCONNECTED)
- return i;
- }
- return -1;
-}
-
-bool GamepadPlatformDataFetcherWin::HasXInputGamepad(int index) const {
- for (size_t i = 0; i < WebGamepads::itemsLengthCap; ++i) {
- if (platform_pad_state_[i].status == XINPUT_CONNECTED &&
- platform_pad_state_[i].xinput_index == index)
- return true;
- }
- return false;
-}
-
-bool GamepadPlatformDataFetcherWin::HasRawInputGamepad(
- const HANDLE handle) const {
- for (size_t i = 0; i < WebGamepads::itemsLengthCap; ++i) {
- if (platform_pad_state_[i].status == RAWINPUT_CONNECTED &&
- platform_pad_state_[i].raw_input_handle == handle)
- return true;
- }
- return false;
-}
-
-void GamepadPlatformDataFetcherWin::EnumerateDevices() {
- TRACE_EVENT0("GAMEPAD", "EnumerateDevices");
-
- // Mark all disconnected pads DISCONNECTED.
- for (size_t i = 0; i < WebGamepads::itemsLengthCap; ++i) {
- if (!pad_state_[i].data.connected)
- platform_pad_state_[i].status = DISCONNECTED;
- }
-
- for (size_t i = 0; i < XUSER_MAX_COUNT; ++i) {
- if (HasXInputGamepad(i))
- continue;
- int pad_index = FirstAvailableGamepadId();
- if (pad_index == -1)
- return; // We can't add any more gamepads.
- WebGamepad& pad = pad_state_[pad_index].data;
- if (xinput_available_ && GetXInputPadConnectivity(i, &pad)) {
- platform_pad_state_[pad_index].status = XINPUT_CONNECTED;
- platform_pad_state_[pad_index].xinput_index = i;
- pad_state_[pad_index].mapper = NULL;
- pad_state_[pad_index].axis_mask = 0;
- pad_state_[pad_index].button_mask = 0;
- }
- }
-
- if (raw_input_fetcher_->Available()) {
- std::vector<RawGamepadInfo*> raw_inputs =
- raw_input_fetcher_->EnumerateDevices();
- for (size_t i = 0; i < raw_inputs.size(); ++i) {
- RawGamepadInfo* gamepad = raw_inputs[i];
- if (gamepad->buttons_length == 0 && gamepad->axes_length == 0)
- continue;
- if (HasRawInputGamepad(gamepad->handle))
- continue;
- int pad_index = FirstAvailableGamepadId();
- if (pad_index == -1)
- return;
- WebGamepad& pad = pad_state_[pad_index].data;
- pad.connected = true;
- PadState& state = pad_state_[pad_index];
- PlatformPadState& platform_state = platform_pad_state_[pad_index];
- platform_state.status = RAWINPUT_CONNECTED;
- platform_state.raw_input_handle = gamepad->handle;
-
- std::string vendor = base::StringPrintf("%04x", gamepad->vendor_id);
- std::string product = base::StringPrintf("%04x", gamepad->product_id);
- state.mapper = GetGamepadStandardMappingFunction(vendor, product);
- state.axis_mask = 0;
- state.button_mask = 0;
-
- swprintf(pad.id, WebGamepad::idLengthCap,
- L"%ls (%lsVendor: %04x Product: %04x)",
- gamepad->id, state.mapper ? L"STANDARD GAMEPAD " : L"",
- gamepad->vendor_id, gamepad->product_id);
-
- if (state.mapper)
- swprintf(pad.mapping, WebGamepad::mappingLengthCap, L"standard");
- else
- pad.mapping[0] = 0;
- }
- }
-}
-
-void GamepadPlatformDataFetcherWin::GetGamepadData(WebGamepads* pads,
- bool devices_changed_hint) {
- TRACE_EVENT0("GAMEPAD", "GetGamepadData");
-
- if (!xinput_available_ &&
- !raw_input_fetcher_->Available()) {
- pads->length = 0;
- return;
- }
-
- // A note on XInput devices:
- // 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)
- EnumerateDevices();
-
- pads->length = 0;
-
- for (size_t i = 0; i < WebGamepads::itemsLengthCap; ++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 (!pad_state_[i].data.connected)
- continue;
-
- if (platform_pad_state_[i].status == XINPUT_CONNECTED)
- GetXInputPadData(i, &pad_state_[i].data);
- else if (platform_pad_state_[i].status == RAWINPUT_CONNECTED)
- GetRawInputPadData(i, &pad_state_[i].data);
-
- MapAndSanitizeGamepadData(&pad_state_[i], &pads->items[i]);
-
- if (pads->items[i].connected)
- pads->length++;
- }
-}
-
-void GamepadPlatformDataFetcherWin::PauseHint(bool pause) {
- if (pause)
- raw_input_fetcher_->StopMonitor();
- else
- raw_input_fetcher_->StartMonitor();
-}
-
-bool GamepadPlatformDataFetcherWin::GetXInputPadConnectivity(
- int i,
- WebGamepad* pad) const {
- DCHECK(pad);
- TRACE_EVENT1("GAMEPAD", "GetXInputPadConnectivity", "id", i);
- XINPUT_CAPABILITIES caps;
- DWORD res = xinput_get_capabilities_(i, XINPUT_FLAG_GAMEPAD, &caps);
- if (res == ERROR_DEVICE_NOT_CONNECTED) {
- pad->connected = false;
- return false;
- } else {
- pad->connected = true;
- swprintf(pad->id,
- WebGamepad::idLengthCap,
- L"Xbox 360 Controller (XInput STANDARD %ls)",
- GamepadSubTypeName(caps.SubType));
- swprintf(pad->mapping, WebGamepad::mappingLengthCap, L"standard");
- return true;
- }
-}
-
-void GamepadPlatformDataFetcherWin::GetXInputPadData(
- int i,
- WebGamepad* pad) {
- XINPUT_STATE state;
- memset(&state, 0, sizeof(XINPUT_STATE));
- TRACE_EVENT_BEGIN1("GAMEPAD", "XInputGetState", "id", i);
- DWORD dwResult = xinput_get_state_(platform_pad_state_[i].xinput_index,
- &state);
- TRACE_EVENT_END1("GAMEPAD", "XInputGetState", "id", i);
-
- if (dwResult == ERROR_SUCCESS) {
- pad->timestamp = state.dwPacketNumber;
- pad->buttonsLength = 0;
- WORD val = state.Gamepad.wButtons;
-#define ADD(b) pad->buttons[pad->buttonsLength].pressed = (val & (b)) != 0; \
- pad->buttons[pad->buttonsLength++].value = ((val & (b)) ? 1.f : 0.f);
- 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].pressed =
- state.Gamepad.bLeftTrigger >= XINPUT_GAMEPAD_TRIGGER_THRESHOLD;
- pad->buttons[pad->buttonsLength++].value =
- state.Gamepad.bLeftTrigger / 255.f;
-
- pad->buttons[pad->buttonsLength].pressed =
- state.Gamepad.bRightTrigger >= XINPUT_GAMEPAD_TRIGGER_THRESHOLD;
- pad->buttons[pad->buttonsLength++].value =
- state.Gamepad.bRightTrigger / 255.f;
-
- 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;
-
- float value = 0.0;
-#define ADD(a, factor) value = factor * NormalizeXInputAxis(a); \
- pad->axes[pad->axesLength++] = value;
-
- // XInput are +up/+right, -down/-left, we want -up/-left.
- ADD(state.Gamepad.sThumbLX, 1);
- ADD(state.Gamepad.sThumbLY, -1);
- ADD(state.Gamepad.sThumbRX, 1);
- ADD(state.Gamepad.sThumbRY, -1);
-#undef ADD
- } else {
- pad->connected = false;
- }
-}
-
-void GamepadPlatformDataFetcherWin::GetRawInputPadData(
- int index,
- WebGamepad* pad) {
- RawGamepadInfo* gamepad = raw_input_fetcher_->GetGamepadInfo(
- platform_pad_state_[index].raw_input_handle);
- if (!gamepad) {
- pad->connected = false;
- return;
- }
-
- pad->timestamp = gamepad->report_id;
- pad->buttonsLength = gamepad->buttons_length;
- pad->axesLength = gamepad->axes_length;
-
- for (unsigned int i = 0; i < pad->buttonsLength; i++) {
- pad->buttons[i].pressed = gamepad->buttons[i];
- pad->buttons[i].value = gamepad->buttons[i] ? 1.0 : 0.0;
- }
-
- for (unsigned int i = 0; i < pad->axesLength; i++)
- pad->axes[i] = gamepad->axes[i].value;
-}
-
-bool GamepadPlatformDataFetcherWin::GetXInputDllFunctions() {
- xinput_get_capabilities_ = NULL;
- xinput_get_state_ = NULL;
- XInputEnableFunc xinput_enable = reinterpret_cast<XInputEnableFunc>(
- xinput_dll_.GetFunctionPointer("XInputEnable"));
- xinput_get_capabilities_ = reinterpret_cast<XInputGetCapabilitiesFunc>(
- xinput_dll_.GetFunctionPointer("XInputGetCapabilities"));
- if (!xinput_get_capabilities_)
- return false;
- xinput_get_state_ = reinterpret_cast<XInputGetStateFunc>(
- xinput_dll_.GetFunctionPointer("XInputGetState"));
- if (!xinput_get_state_)
- return false;
- if (xinput_enable) {
- // XInputEnable is unavailable before Win8 and deprecated in Win10.
- xinput_enable(true);
- }
- return true;
-}
-
-} // namespace content
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