| // 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/platform_data_fetcher_win.h" |
| |
| #include "base/debug/trace_event.h" |
| #include "content/common/gamepad_messages.h" |
| #include "content/common/gamepad_hardware_buffer.h" |
| |
| #include <delayimp.h> |
| |
| #pragma comment(lib, "delayimp.lib") |
| #pragma comment(lib, "xinput.lib") |
| |
| namespace content { |
| |
| using namespace WebKit; |
| |
| 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 NormalizeAxis(SHORT value) { |
| return ((value + 32768.f) / 32767.5f) - 1.f; |
| } |
| |
| const WebUChar* const 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>"; |
| } |
| } |
| |
| // Trap only the exceptions that DELAYLOAD can throw, otherwise rethrow. |
| // See http://msdn.microsoft.com/en-us/library/1c9e046h(v=VS.90).aspx. |
| LONG WINAPI DelayLoadDllExceptionFilter(PEXCEPTION_POINTERS pExcPointers) { |
| LONG disposition = EXCEPTION_EXECUTE_HANDLER; |
| switch (pExcPointers->ExceptionRecord->ExceptionCode) { |
| case VcppException(ERROR_SEVERITY_ERROR, ERROR_MOD_NOT_FOUND): |
| case VcppException(ERROR_SEVERITY_ERROR, ERROR_PROC_NOT_FOUND): |
| break; |
| default: |
| // Exception is not related to delay loading. |
| disposition = EXCEPTION_CONTINUE_SEARCH; |
| break; |
| } |
| return disposition; |
| } |
| |
| bool EnableXInput() { |
| // We have specified DELAYLOAD for xinput1_3.dll. If the DLL is not |
| // installed (XP w/o DirectX redist installed), we disable functionality. |
| __try { |
| XInputEnable(true); |
| } __except(DelayLoadDllExceptionFilter(GetExceptionInformation())) { |
| return false; |
| } |
| return true; |
| } |
| |
| } // namespace |
| |
| GamepadPlatformDataFetcherWin::GamepadPlatformDataFetcherWin() |
| : xinput_available_(EnableXInput()) { |
| } |
| |
| void GamepadPlatformDataFetcherWin::GetGamepadData(WebGamepads* pads, |
| bool devices_changed_hint) { |
| TRACE_EVENT0("GAMEPAD", "GetGamepadData"); |
| |
| // If there's no XInput DLL on the system, early out so that we don't |
| // call any other XInput functions. |
| if (!xinput_available_) { |
| pads->length = 0; |
| return; |
| } |
| |
| pads->length = WebGamepads::itemsLengthCap; |
| |
| // 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) { |
| for (unsigned i = 0; i < WebGamepads::itemsLengthCap; ++i) { |
| WebGamepad& pad = pads->items[i]; |
| TRACE_EVENT1("GAMEPAD", "GetCapabilities", "id", i); |
| XINPUT_CAPABILITIES caps; |
| DWORD res = XInputGetCapabilities(i, XINPUT_FLAG_GAMEPAD, &caps); |
| if (res == ERROR_DEVICE_NOT_CONNECTED) { |
| pad.connected = false; |
| } else { |
| pad.connected = true; |
| base::swprintf(pad.id, |
| WebGamepad::idLengthCap, |
| L"Xbox 360 Controller (XInput STANDARD %ls)", |
| GamepadSubTypeName(caps.SubType)); |
| } |
| } |
| } |
| |
| // We've updated the connection state if necessary, now update the actual |
| // data for the devices that are connected. |
| for (unsigned i = 0; i < WebGamepads::itemsLengthCap; ++i) { |
| WebGamepad& pad = pads->items[i]; |
| |
| // We rely on device_changed and GetCapabilities to tell us that |
| // something's been connected, but we will mark as disconnected if |
| // GetState returns that we've lost the pad. |
| if (!pad.connected) |
| continue; |
| |
| XINPUT_STATE state; |
| memset(&state, 0, sizeof(XINPUT_STATE)); |
| TRACE_EVENT_BEGIN1("GAMEPAD", "XInputGetState", "id", i); |
| DWORD dwResult = XInputGetState(i, &state); |
| TRACE_EVENT_END1("GAMEPAD", "XInputGetState", "id", i); |
| |
| if (dwResult == ERROR_SUCCESS) { |
| pad.timestamp = state.dwPacketNumber; |
| pad.buttonsLength = 0; |
| #define ADD(b) pad.buttons[pad.buttonsLength++] = \ |
| ((state.Gamepad.wButtons & (b)) ? 1.0 : 0.0); |
| 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++] = state.Gamepad.bLeftTrigger / 255.0; |
| pad.buttons[pad.buttonsLength++] = state.Gamepad.bRightTrigger / 255.0; |
| 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; |
| // XInput are +up/+right, -down/-left, we want -up/-left. |
| pad.axes[pad.axesLength++] = NormalizeAxis(state.Gamepad.sThumbLX); |
| pad.axes[pad.axesLength++] = -NormalizeAxis(state.Gamepad.sThumbLY); |
| pad.axes[pad.axesLength++] = NormalizeAxis(state.Gamepad.sThumbRX); |
| pad.axes[pad.axesLength++] = -NormalizeAxis(state.Gamepad.sThumbRY); |
| } else { |
| pad.connected = false; |
| } |
| } |
| } |
| |
| } // namespace content |