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// 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