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// Copyright 2013 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_DATA_FETCHER_MAC_H_
#define DEVICE_GAMEPAD_XBOX_DATA_FETCHER_MAC_H_
#include <CoreFoundation/CoreFoundation.h>
#include <IOKit/IOKitLib.h>
#include <stddef.h>
#include <stdint.h>
#include <memory>
#include <set>
#include "base/mac/scoped_cftyperef.h"
#include "base/mac/scoped_ionotificationportref.h"
#include "base/mac/scoped_ioobject.h"
#include "base/mac/scoped_ioplugininterface.h"
#include "base/macros.h"
#include "device/gamepad/gamepad_data_fetcher.h"
struct IOUSBDeviceStruct320;
struct IOUSBInterfaceStruct300;
namespace device {
class XboxController {
public:
enum ControllerType {
UNKNOWN_CONTROLLER,
XBOX_360_CONTROLLER,
XBOX_ONE_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
};
struct Data {
bool buttons[15];
float triggers[2];
float axes[4];
};
class Delegate {
public:
virtual void XboxControllerGotData(XboxController* controller,
const Data& data) = 0;
virtual void XboxControllerError(XboxController* controller) = 0;
};
explicit XboxController(Delegate* delegate_);
virtual ~XboxController();
bool OpenDevice(io_service_t service);
void SetLEDPattern(LEDPattern pattern);
UInt32 location_id() { return location_id_; }
int GetVendorId() const;
int GetProductId() const;
ControllerType GetControllerType() 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 WriteXboxOneInit();
// 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_;
bool interface_is_open_;
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_;
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_;
UInt32 location_id_;
Delegate* delegate_;
ControllerType controller_type_;
int read_endpoint_;
int control_endpoint_;
DISALLOW_COPY_AND_ASSIGN(XboxController);
};
class XboxDataFetcher : public GamepadDataFetcher,
public XboxController::Delegate {
public:
typedef GamepadDataFetcherFactoryImpl<XboxDataFetcher,
GAMEPAD_SOURCE_MAC_XBOX>
Factory;
XboxDataFetcher();
~XboxDataFetcher() override;
GamepadSource source() override;
void GetGamepadData(bool devices_changed_hint) override;
bool RegisterForNotifications();
bool RegisterForDeviceNotifications(
int vendor_id,
int product_id,
base::mac::ScopedIOObject<io_iterator_t>* added_iter,
base::mac::ScopedIOObject<io_iterator_t>* removed_iter);
void UnregisterFromNotifications();
XboxController* ControllerForLocation(UInt32 location_id);
private:
static void DeviceAdded(void* context, io_iterator_t iterator);
static void DeviceRemoved(void* context, io_iterator_t iterator);
void OnAddedToProvider() override;
void AddController(XboxController* controller);
void RemoveController(XboxController* controller);
void RemoveControllerByLocationID(uint32_t id);
void XboxControllerGotData(XboxController* controller,
const XboxController::Data& data) override;
void XboxControllerError(XboxController* controller) override;
std::set<XboxController*> controllers_;
bool listening_;
// port_ owns source_, so this doesn't need to be a ScopedCFTypeRef, but we
// do need to maintain a reference to it so we can invalidate it.
CFRunLoopSourceRef source_;
base::mac::ScopedIONotificationPortRef port_;
base::mac::ScopedIOObject<io_iterator_t> xbox_360_device_added_iter_;
base::mac::ScopedIOObject<io_iterator_t> xbox_360_device_removed_iter_;
base::mac::ScopedIOObject<io_iterator_t> xbox_one_device_added_iter_;
base::mac::ScopedIOObject<io_iterator_t> xbox_one_device_removed_iter_;
DISALLOW_COPY_AND_ASSIGN(XboxDataFetcher);
};
} // namespace device
#endif // DEVICE_GAMEPAD_XBOX_DATA_FETCHER_MAC_H_