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// Copyright 2017 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.
#ifndef DEVICE_GAMEPAD_XBOX_CONTROLLER_MAC_H_
#define DEVICE_GAMEPAD_XBOX_CONTROLLER_MAC_H_
#include <CoreFoundation/CoreFoundation.h>
#include <IOKit/IOKitLib.h>
#include <stddef.h>
#include <stdint.h>
#include <memory>
#include "base/mac/scoped_cftyperef.h"
#include "base/mac/scoped_ioplugininterface.h"
#include "base/memory/raw_ptr.h"
#include "base/memory/weak_ptr.h"
#include "base/task/sequenced_task_runner.h"
#include "device/gamepad/abstract_haptic_gamepad.h"
#include "device/gamepad/gamepad_id_list.h"
#include "device/gamepad/public/mojom/gamepad.mojom-forward.h"
struct IOUSBDeviceStruct320;
struct IOUSBInterfaceStruct300;
namespace device {
class XboxControllerMac final : public AbstractHapticGamepad {
public:
enum LEDPattern {
LED_OFF = 0,
// 2 quick flashes, then a series of slow flashes (about 1 per second).
LED_FLASH = 1,
// Flash three times then hold the LED on. This is the standard way to tell
// the player which player number they are.
LED_FLASH_TOP_LEFT = 2,
LED_FLASH_TOP_RIGHT = 3,
LED_FLASH_BOTTOM_LEFT = 4,
LED_FLASH_BOTTOM_RIGHT = 5,
// Simply turn on the specified LED and turn all other LEDs off.
LED_HOLD_TOP_LEFT = 6,
LED_HOLD_TOP_RIGHT = 7,
LED_HOLD_BOTTOM_LEFT = 8,
LED_HOLD_BOTTOM_RIGHT = 9,
LED_ROTATE = 10,
LED_FLASH_FAST = 11,
LED_FLASH_SLOW = 12, // Flash about once per 3 seconds
// Flash alternating LEDs for a few seconds, then flash all LEDs about once
// per second
LED_ALTERNATE_PATTERN = 13,
// 14 is just another boring flashing speed.
// Flash all LEDs once then go black.
LED_FLASH_ONCE = 15,
LED_NUM_PATTERNS
};
enum OpenDeviceResult {
OPEN_SUCCEEDED = 0,
OPEN_FAILED,
OPEN_FAILED_EXCLUSIVE_ACCESS
};
struct Data {
bool buttons[15];
float triggers[2];
float axes[4];
};
class Delegate {
public:
virtual void XboxControllerGotData(XboxControllerMac* controller,
const Data& data) = 0;
virtual void XboxControllerGotGuideData(XboxControllerMac* controller,
bool guide) = 0;
virtual void XboxControllerError(XboxControllerMac* controller) = 0;
};
explicit XboxControllerMac(Delegate* delegate);
XboxControllerMac(const XboxControllerMac& entry) = delete;
XboxControllerMac& operator=(const XboxControllerMac& entry) = delete;
~XboxControllerMac() override;
// Open the Xbox controller represented by |service| and perform any necessary
// initialization. Returns OPEN_SUCCEEDED if the device was opened
// successfully or OPEN_FAILED on failure. Returns
// OPEN_FAILED_EXCLUSIVE_ACCESS if the device is already opened by another
// process.
OpenDeviceResult OpenDevice(io_service_t service);
// Send a command to an Xbox 360 controller to set the player indicator LED
// |pattern|.
void SetLEDPattern(LEDPattern pattern);
// AbstractHapticGamepad implementation.
void DoShutdown() override;
double GetMaxEffectDurationMillis() override;
void SetVibration(double strong_magnitude, double weak_magnitude) override;
base::WeakPtr<AbstractHapticGamepad> GetWeakPtr() override;
uint32_t location_id() const { return location_id_; }
GamepadId gamepad_id() const { return gamepad_id_; }
XInputType xinput_type() const { return xinput_type_; }
uint16_t vendor_id() const { return vendor_id_; }
uint16_t product_id() const { return product_id_; }
std::string product_name() const { return product_name_; }
bool SupportsVibration() const;
private:
// Callback to be called when outgoing packets are sent to the device.
// |context| is a pointer to the XboxControllerMac and |result| is the error
// code for the write operation. |arg0| is unused.
static void WriteComplete(void* context, IOReturn result, void* arg0);
// Callback to be called when incoming packets are received from the device.
// |context| is a pointer to the XboxControllerMac, |result| is the error
// code for the read operation, and |*arg0| contains the number of bytes
// received.
//
// GotData calls IOError if |result| indicates the current read operation
// failed, or if scheduling the next read operation fails.
static void GotData(void* context, IOReturn result, void* arg0);
// Process the incoming packet in |read_buffer_| as an Xbox 360 packet.
// |length| is the size of the packet in bytes.
void ProcessXbox360Packet(size_t length);
// Process the incoming packet in |read_buffer_| as an Xbox One packet.
// |length| is the size of the packet in bytes.
void ProcessXboxOnePacket(size_t length);
// Queue a read from the device. Returns true if the read was queued, or false
// on I/O error.
bool QueueRead();
// Notify the delegate that a fatal I/O error occurred.
void IOError();
// Send an Xbox 360 rumble packet to the device, where |strong_magnitude| and
// |weak_magnitude| are values in the range [0,255] that represent the
// vibration intensity for the strong and weak rumble motors.
void WriteXbox360Rumble(uint8_t strong_magnitude, uint8_t weak_magnitude);
// Send an Xbox One S initialization packet to the device. Returns true if the
// packet was sent successfully, or false on I/O error.
bool WriteXboxOneInit();
// Send an Xbox One rumble packet to the device, where |strong_magnitude| and
// |weak_magnitude| are values in the range [0,255] that represent the
// vibration intensity for the strong and weak rumble motors.
void WriteXboxOneRumble(uint8_t strong_magnitude, uint8_t weak_magnitude);
// Send an Xbox One packet to the device acknowledging that the Xbox button
// was pressed or released. |sequence_number| must match the value in the
// incoming report containing the new button state.
void WriteXboxOneAckGuide(uint8_t sequence_number);
// Handle for the USB device. IOUSBDeviceStruct320 is the latest version of
// the device API that is supported on Mac OS 10.6.
base::mac::ScopedIOPluginInterface<IOUSBDeviceStruct320> device_;
// Handle for the interface on the device which sends button and analog data.
// The other interfaces (for the ChatPad and headset) are ignored.
base::mac::ScopedIOPluginInterface<IOUSBInterfaceStruct300> interface_;
bool device_is_open_ = false;
bool interface_is_open_ = false;
base::ScopedCFTypeRef<CFRunLoopSourceRef> source_;
// This will be set to the max packet size reported by the interface, which
// is 32 bytes. I would have expected USB to do message framing itself, but
// somehow we still sometimes (rarely!) get packets off the interface which
// aren't correctly framed. The 360 controller frames its packets with a 2
// byte header (type, total length) so we can reframe the packet data
// ourselves.
uint16_t read_buffer_size_ = 0;
std::unique_ptr<uint8_t[]> read_buffer_;
// The pattern that the LEDs on the device are currently displaying, or
// LED_NUM_PATTERNS if unknown.
LEDPattern led_pattern_ = LED_NUM_PATTERNS;
uint32_t location_id_ = 0;
raw_ptr<Delegate> delegate_ = nullptr;
XInputType xinput_type_ = kXInputTypeNone;
GamepadId gamepad_id_ = GamepadId::kUnknownGamepad;
uint16_t vendor_id_ = 0;
uint16_t product_id_ = 0;
std::string product_name_;
int read_endpoint_ = 0;
int control_endpoint_ = 0;
uint8_t counter_ = 0;
base::WeakPtrFactory<XboxControllerMac> weak_factory_{this};
};
} // namespace device
#endif // DEVICE_GAMEPAD_XBOX_CONTROLLER_MAC_H_