| // 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. |
| |
| #ifndef DEVICE_GAMEPAD_GAMEPAD_DEVICE_LINUX_ |
| #define DEVICE_GAMEPAD_GAMEPAD_DEVICE_LINUX_ |
| |
| #include <memory> |
| #include <string> |
| #include <vector> |
| |
| #include "base/files/scoped_file.h" |
| #include "base/memory/weak_ptr.h" |
| #include "device/gamepad/abstract_haptic_gamepad.h" |
| #include "device/gamepad/gamepad_id_list.h" |
| #include "device/gamepad/gamepad_standard_mappings.h" |
| #include "device/gamepad/udev_gamepad_linux.h" |
| |
| extern "C" { |
| struct udev_device; |
| } |
| |
| namespace device { |
| |
| class Dualshock4Controller; |
| class HidHapticGamepad; |
| class XboxHidController; |
| |
| // 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. |
| // |
| // For some devices, haptics are not supported through evdev and are instead |
| // sent through the raw HID (hidraw) interface. |
| class GamepadDeviceLinux final : public AbstractHapticGamepad { |
| public: |
| using OpenDeviceNodeCallback = base::OnceCallback<void(GamepadDeviceLinux*)>; |
| |
| GamepadDeviceLinux(const std::string& syspath_prefix, |
| scoped_refptr<base::SequencedTaskRunner> dbus_runner); |
| ~GamepadDeviceLinux() override; |
| |
| // Returns true if no device nodes are associated with this device. |
| bool IsEmpty() const; |
| |
| int GetJoydevIndex() const { return joydev_index_; } |
| uint16_t GetVendorId() const { return vendor_id_; } |
| uint16_t GetProductId() const { return product_id_; } |
| uint16_t 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. |
| void OpenHidrawNode(const UdevGamepadLinux& pad_info, |
| OpenDeviceNodeCallback callback); |
| |
| // Closes the hidraw device node and shuts down haptics. |
| void CloseHidrawNode(); |
| |
| // AbstractHapticGamepad public implementation. |
| void SetVibration(double strong_magnitude, double weak_magnitude) override; |
| void SetZeroVibration() override; |
| base::WeakPtr<AbstractHapticGamepad> GetWeakPtr() override; |
| |
| private: |
| using OpenPathCallback = base::OnceCallback<void(base::ScopedFD)>; |
| |
| // AbstractHapticGamepad private implementation. |
| void DoShutdown() override; |
| |
| void OnOpenHidrawNodeComplete(OpenDeviceNodeCallback callback, |
| base::ScopedFD fd); |
| void InitializeHidraw(base::ScopedFD fd); |
| |
| #if defined(OS_CHROMEOS) |
| void OpenPathWithPermissionBroker(const std::string& path, |
| OpenPathCallback callback); |
| void OnOpenPathSuccess(OpenPathCallback callback, base::ScopedFD fd); |
| void OnOpenPathError(OpenPathCallback callback, |
| const std::string& error_name, |
| const std::string& error_message); |
| #endif |
| |
| // 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. |
| base::ScopedFD joydev_fd_; |
| |
| // 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_; |
| |
| // An identifier for the gamepad device model. |
| GamepadId gamepad_id_ = GamepadId::kUnknownGamepad; |
| |
| // The vendor ID of the device. |
| uint16_t vendor_id_; |
| |
| // The product ID of the device. |
| uint16_t product_id_; |
| |
| // The version of the HID specification that this device is compliant with. |
| // The hid-sony driver patches this value to indicate that a newer mapping has |
| // been applied. |
| uint16_t hid_specification_version_; |
| |
| // The version number of the device. |
| uint16_t version_number_; |
| |
| // A string identifying the manufacturer and model of the device. |
| std::string name_; |
| |
| // The file descriptor for the device's evdev node. |
| base::ScopedFD evdev_fd_; |
| |
| // 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. |
| base::ScopedFD hidraw_fd_; |
| |
| // 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<Dualshock4Controller> dualshock4_; |
| |
| // Xbox Wireless Controller behaves like a HID gamepad when connected over |
| // Bluetooth. In this mode, haptics functionality is provided by |xbox_hid_|. |
| // When connected over USB, Xbox Wireless Controller is supported through the |
| // platform driver (xpad). |
| std::unique_ptr<XboxHidController> xbox_hid_; |
| |
| // A controller that uses a HID output report for vibration effects. |
| std::unique_ptr<HidHapticGamepad> hid_haptics_; |
| |
| // Task runner to use for D-Bus tasks. D-Bus client classes (including |
| // PermissionBrokerClient) are not thread-safe and should be used only on the |
| // UI thread. |
| scoped_refptr<base::SequencedTaskRunner> dbus_runner_; |
| |
| // Task runner to use for gamepad polling. |
| scoped_refptr<base::SequencedTaskRunner> polling_runner_; |
| |
| base::WeakPtrFactory<GamepadDeviceLinux> weak_factory_{this}; |
| }; |
| |
| } // namespace device |
| |
| #endif // DEVICE_GAMEPAD_GAMEPAD_DEVICE_LINUX_ |