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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/macros.h"
#include "base/memory/weak_ptr.h"
#include "base/sequenced_task_runner.h"
#include "device/gamepad/abstract_haptic_gamepad.h"
#include "device/gamepad/public/mojom/gamepad.mojom-forward.h"
struct IOUSBDeviceStruct320;
struct IOUSBInterfaceStruct300;
namespace device {
class XboxControllerMac final : public AbstractHapticGamepad {
public:
static const uint16_t kVendorMicrosoft = 0x045e;
static const uint16_t kProductXbox360Controller = 0x028e;
static const uint16_t kProductXboxOneController2013 = 0x02d1;
static const uint16_t kProductXboxOneController2015 = 0x02dd;
static const uint16_t kProductXboxOneEliteController = 0x02e3;
static const uint16_t kProductXboxOneSController = 0x02ea;
static const uint16_t kProductXboxOneEliteController2 = 0x0b00;
static const uint16_t kProductXboxAdaptiveController = 0x0b0a;
enum ControllerType {
UNKNOWN_CONTROLLER,
XBOX_360_CONTROLLER,
XBOX_ONE_CONTROLLER_2013,
XBOX_ONE_CONTROLLER_2015,
XBOX_ONE_ELITE_CONTROLLER,
XBOX_ONE_ELITE_CONTROLLER_2,
XBOX_ONE_S_CONTROLLER,
XBOX_ADAPTIVE_CONTROLLER,
};
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() override;
OpenDeviceResult OpenDevice(io_service_t service);
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 location_id() { return location_id_; }
uint16_t GetVendorId() const;
uint16_t GetProductId() const;
ControllerType GetControllerType() const;
std::string GetControllerTypeString() const;
std::string GetIdString() const;
bool SupportsVibration() const;
private:
static void WriteComplete(void* context, IOReturn result, void* arg0);
static void GotData(void* context, IOReturn result, void* arg0);
void ProcessXbox360Packet(size_t length);
void ProcessXboxOnePacket(size_t length);
void QueueRead();
void IOError();
void WriteXbox360Rumble(uint8_t strong_magnitude, uint8_t weak_magnitude);
void WriteXboxOneInit();
void WriteXboxOneRumble(uint8_t strong_magnitude, uint8_t weak_magnitude);
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 location_id_ = 0;
Delegate* delegate_ = nullptr;
ControllerType controller_type_ = UNKNOWN_CONTROLLER;
int read_endpoint_ = 0;
int control_endpoint_ = 0;
uint8_t counter_ = 0;
base::WeakPtrFactory<XboxControllerMac> weak_factory_{this};
DISALLOW_COPY_AND_ASSIGN(XboxControllerMac);
};
} // namespace device
#endif // DEVICE_GAMEPAD_XBOX_CONTROLLER_MAC_H_