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Issue 63253002: Rename WebKit namespace to blink (part 3) (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Created 7 years, 1 month 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 <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/strings/stringprintf.h" 11 #include "base/strings/stringprintf.h"
12 #include "base/win/windows_version.h" 12 #include "base/win/windows_version.h"
13 #include "content/common/gamepad_hardware_buffer.h" 13 #include "content/common/gamepad_hardware_buffer.h"
14 #include "content/common/gamepad_messages.h" 14 #include "content/common/gamepad_messages.h"
15 15
16 // This was removed from the Windows 8 SDK for some reason. 16 // This was removed from the Windows 8 SDK for some reason.
17 // We need it so we can get state for axes without worrying if they 17 // We need it so we can get state for axes without worrying if they
18 // exist. 18 // exist.
19 #ifndef DIDFT_OPTIONAL 19 #ifndef DIDFT_OPTIONAL
20 #define DIDFT_OPTIONAL 0x80000000 20 #define DIDFT_OPTIONAL 0x80000000
21 #endif 21 #endif
22 22
23 namespace content { 23 namespace content {
24 24
25 using namespace WebKit; 25 using namespace blink;
26 26
27 namespace { 27 namespace {
28 28
29 // See http://goo.gl/5VSJR. These are not available in all versions of the 29 // See http://goo.gl/5VSJR. These are not available in all versions of the
30 // header, but they can be returned from the driver, so we define our own 30 // header, but they can be returned from the driver, so we define our own
31 // versions here. 31 // versions here.
32 static const BYTE kDeviceSubTypeGamepad = 1; 32 static const BYTE kDeviceSubTypeGamepad = 1;
33 static const BYTE kDeviceSubTypeWheel = 2; 33 static const BYTE kDeviceSubTypeWheel = 2;
34 static const BYTE kDeviceSubTypeArcadeStick = 3; 34 static const BYTE kDeviceSubTypeArcadeStick = 3;
35 static const BYTE kDeviceSubTypeFlightStick = 4; 35 static const BYTE kDeviceSubTypeFlightStick = 4;
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481 return false; 481 return false;
482 xinput_get_state_ = reinterpret_cast<XInputGetStateFunc>( 482 xinput_get_state_ = reinterpret_cast<XInputGetStateFunc>(
483 xinput_dll_.GetFunctionPointer("XInputGetState")); 483 xinput_dll_.GetFunctionPointer("XInputGetState"));
484 if (!xinput_get_state_) 484 if (!xinput_get_state_)
485 return false; 485 return false;
486 xinput_enable_(true); 486 xinput_enable_(true);
487 return true; 487 return true;
488 } 488 }
489 489
490 } // namespace content 490 } // namespace content
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