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// Copyright 2018 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 <memory>
#include <string>
#include <vector>
#include "device/gamepad/abstract_haptic_gamepad.h"
#include "device/gamepad/dualshock4_controller_linux.h"
#include "device/gamepad/gamepad_standard_mappings.h"
#include "device/gamepad/switch_pro_controller_linux.h"
#include "device/gamepad/udev_gamepad_linux.h"
extern "C" {
struct udev_device;
namespace device {
// GamepadDeviceLinux represents a single gamepad device which may be accessed
// through multiple host interfaces. Gamepad button and axis state are queried
// through the joydev interface, while haptics commands are routed through the
// evdev interface. A gamepad must be enumerated through joydev to be usable,
// but the evdev interface is only required for haptic effects.
// Dualshock4 haptics are not supported through evdev and are instead sent
// through the raw HID (hidraw) interface.
class GamepadDeviceLinux : public AbstractHapticGamepad {
GamepadDeviceLinux(const std::string& syspath_prefix);
~GamepadDeviceLinux() override;
// Delete any stored effect and close file descriptors.
void DoShutdown() override;
// Returns true if no device nodes are associated with this device.
bool IsEmpty() const;
int GetJoydevIndex() const { return joydev_index_; }
std::string GetVendorId() const { return vendor_id_; }
std::string GetProductId() const { return product_id_; }
std::string GetVersionNumber() const { return version_number_; }
std::string GetName() const { return name_; }
std::string GetSyspathPrefix() const { return syspath_prefix_; }
GamepadBusType GetBusType() const { return bus_type_; }
GamepadStandardMappingFunction GetMappingFunction() const;
bool SupportsVibration() const;
// Reads the current gamepad state into |pad|.
void ReadPadState(Gamepad* pad);
// Reads the state of gamepad buttons and axes using joydev. Returns true if
// |pad| was updated.
bool ReadJoydevState(Gamepad* pad);
// Discovers and assigns button indices for key codes that are outside the
// normal gamepad button range.
void InitializeEvdevSpecialKeys();
// Reads the state of keys outside the normal button range using evdev.
// Returns true if |pad| was updated.
bool ReadEvdevSpecialKeys(Gamepad* pad);
// Returns true if |pad_info| describes this device.
bool IsSameDevice(const UdevGamepadLinux& pad_info);
// Opens the joydev device node and queries device info.
bool OpenJoydevNode(const UdevGamepadLinux& pad_info, udev_device* device);
// Closes the joydev device node and clears device info.
void CloseJoydevNode();
// Opens the evdev device node and initializes haptics.
bool OpenEvdevNode(const UdevGamepadLinux& pad_info);
// Closes the evdev device node and shuts down haptics.
void CloseEvdevNode();
// Opens the hidraw device node and initializes haptics.
bool OpenHidrawNode(const UdevGamepadLinux& pad_info);
// Closes the hidraw device node and shuts down haptics.
void CloseHidrawNode();
// AbstractHapticGamepad
void SetVibration(double strong_magnitude, double weak_magnitude) override;
void SetZeroVibration() override;
// The syspath prefix is used to identify device nodes that refer to the same
// underlying gamepad through different interfaces.
// Joydev and evdev nodes that refer to the same device will share a parent
// node that represents the physical device. We can compare the syspaths of
// the parent nodes to determine when two nodes refer to the same device.
// The syspath for a hidraw node will match the parent syspath of a joydev or
// evdev node up to the subsystem. To simplify this comparison, we only store
// the syspath prefix up to the subsystem.
std::string syspath_prefix_;
// The file descriptor for the device's joydev node, or -1 if no joydev node
// is associated with this device.
int joydev_fd_ = -1;
// The index of the device's joydev node, or -1 if unknown.
// The joydev index is the integer at the end of the joydev node path and is
// used to assign the gamepad to a slot. For example, a device with path
// /dev/input/js2 has index 2 and will be assigned to the 3rd gamepad slot.
int joydev_index_ = -1;
// Maps from indices in the Gamepad buttons array to a boolean value
// indicating whether the button index is already mapped.
std::vector<bool> button_indices_used_;
// The vendor ID of the device.
std::string vendor_id_;
// The product ID of the device.
std::string product_id_;
// The version number of the device.
std::string version_number_;
// A string identifying the manufacturer and model of the device.
std::string name_;
// The file descriptor for the device's evdev node, or -1 if no evdev node is
// associated with this device.
int evdev_fd_ = -1;
// The ID of the haptic effect stored on the device, or -1 if none is stored.
int effect_id_ = -1;
// True if the device supports rumble effects through the evdev device node.
bool supports_force_feedback_ = false;
// Set to true once the evdev button capabilities have been checked.
bool evdev_special_keys_initialized_ = false;
// Mapping from "special" index (an index within the kSpecialKeys table) to
// button index (an index within the Gamepad buttons array), or -1 if the
// button is not mapped. Empty if no special buttons are mapped.
std::vector<int> special_button_map_;
// The file descriptor for the device's hidraw node, or -1 if no hidraw node
// is associated with this device.
int hidraw_fd_ = -1;
// The type of the bus through which the device is connected, or
// GAMEPAD_BUS_UNKNOWN if the bus type could not be determined.
GamepadBusType bus_type_ = GAMEPAD_BUS_UNKNOWN;
// Dualshock4 functionality, if available.
std::unique_ptr<Dualshock4ControllerLinux> dualshock4_;
// Nintendo Switch Pro controller functionality, if available.
std::unique_ptr<SwitchProControllerLinux> switch_pro_;
} // namespace device