| // Copyright (c) 2012 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 "device/gamepad/xinput_data_fetcher_win.h" |
| |
| #include <stddef.h> |
| #include <string.h> |
| |
| #include "base/bind.h" |
| #include "base/callback_helpers.h" |
| #include "base/single_thread_task_runner.h" |
| #include "base/strings/stringprintf.h" |
| #include "base/strings/utf_string_conversions.h" |
| #include "base/trace_event/trace_event.h" |
| #include "base/win/windows_version.h" |
| |
| namespace device { |
| |
| namespace { |
| |
| // See http://goo.gl/5VSJR. These are not available in all versions of the |
| // header, but they can be returned from the driver, so we define our own |
| // versions here. |
| static const BYTE kDeviceSubTypeGamepad = 1; |
| static const BYTE kDeviceSubTypeWheel = 2; |
| static const BYTE kDeviceSubTypeArcadeStick = 3; |
| static const BYTE kDeviceSubTypeFlightStick = 4; |
| static const BYTE kDeviceSubTypeDancePad = 5; |
| static const BYTE kDeviceSubTypeGuitar = 6; |
| static const BYTE kDeviceSubTypeGuitarAlternate = 7; |
| static const BYTE kDeviceSubTypeDrumKit = 8; |
| static const BYTE kDeviceSubTypeGuitarBass = 11; |
| static const BYTE kDeviceSubTypeArcadePad = 19; |
| |
| // XInput does not expose the state of the Guide (Xbox) button through the |
| // XInputGetState method. To access this button, we need to query the gamepad |
| // state with the undocumented XInputGetStateEx method. |
| static const LPCSTR kXInputGetStateExOrdinal = (LPCSTR)100; |
| |
| // Bitmask for the Guide button in XInputGamepadEx.wButtons. |
| static const int kXInputGamepadGuide = 0x0400; |
| |
| float NormalizeXInputAxis(SHORT value) { |
| return ((value + 32768.f) / 32767.5f) - 1.f; |
| } |
| |
| const wchar_t* GamepadSubTypeName(BYTE sub_type) { |
| switch (sub_type) { |
| case kDeviceSubTypeGamepad: |
| return L"GAMEPAD"; |
| case kDeviceSubTypeWheel: |
| return L"WHEEL"; |
| case kDeviceSubTypeArcadeStick: |
| return L"ARCADE_STICK"; |
| case kDeviceSubTypeFlightStick: |
| return L"FLIGHT_STICK"; |
| case kDeviceSubTypeDancePad: |
| return L"DANCE_PAD"; |
| case kDeviceSubTypeGuitar: |
| return L"GUITAR"; |
| case kDeviceSubTypeGuitarAlternate: |
| return L"GUITAR_ALTERNATE"; |
| case kDeviceSubTypeDrumKit: |
| return L"DRUM_KIT"; |
| case kDeviceSubTypeGuitarBass: |
| return L"GUITAR_BASS"; |
| case kDeviceSubTypeArcadePad: |
| return L"ARCADE_PAD"; |
| default: |
| return L"<UNKNOWN>"; |
| } |
| } |
| |
| const base::FilePath::CharType* XInputDllFileName() { |
| // Xinput.h defines filename (XINPUT_DLL) on different Windows versions, but |
| // Xinput.h specifies it in build time. Approach here uses the same values |
| // and it is resolving dll filename based on Windows version it is running on. |
| if (base::win::GetVersion() >= base::win::Version::WIN8) { |
| // For Windows 8+, XINPUT_DLL is xinput1_4.dll. |
| return FILE_PATH_LITERAL("xinput1_4.dll"); |
| } |
| return FILE_PATH_LITERAL("xinput9_1_0.dll"); |
| } |
| |
| } // namespace |
| |
| XInputDataFetcherWin::XInputDataFetcherWin() : xinput_available_(false) {} |
| |
| XInputDataFetcherWin::~XInputDataFetcherWin() { |
| for (auto& haptic_gamepad : haptics_) { |
| if (haptic_gamepad) |
| haptic_gamepad->Shutdown(); |
| } |
| } |
| |
| GamepadSource XInputDataFetcherWin::source() { |
| return Factory::static_source(); |
| } |
| |
| void XInputDataFetcherWin::OnAddedToProvider() { |
| xinput_dll_ = base::ScopedNativeLibrary(base::FilePath(XInputDllFileName())); |
| xinput_available_ = GetXInputDllFunctions(); |
| } |
| |
| void XInputDataFetcherWin::EnumerateDevices() { |
| TRACE_EVENT0("GAMEPAD", "EnumerateDevices"); |
| |
| if (xinput_available_) { |
| for (size_t i = 0; i < XUSER_MAX_COUNT; ++i) { |
| // Check to see if the xinput device is connected |
| XINPUT_CAPABILITIES caps; |
| DWORD res = xinput_get_capabilities_(i, XINPUT_FLAG_GAMEPAD, &caps); |
| xinput_connected_[i] = (res == ERROR_SUCCESS); |
| if (!xinput_connected_[i]) { |
| if (haptics_[i]) |
| haptics_[i]->Shutdown(); |
| haptics_[i] = nullptr; |
| continue; |
| } |
| |
| PadState* state = GetPadState(i); |
| if (!state) |
| continue; // No slot available for this gamepad. |
| |
| Gamepad& pad = state->data; |
| |
| if (!state->is_initialized) { |
| state->is_initialized = true; |
| if (!haptics_[i]) { |
| haptics_[i] = |
| std::make_unique<XInputHapticGamepadWin>(i, xinput_set_state_); |
| } |
| |
| // This is the first time we've seen this device, so do some one-time |
| // initialization |
| pad.connected = true; |
| |
| pad.vibration_actuator.type = GamepadHapticActuatorType::kDualRumble; |
| pad.vibration_actuator.not_null = true; |
| |
| pad.SetID(base::WideToUTF16( |
| base::StringPrintf(L"Xbox 360 Controller (XInput STANDARD %ls)", |
| GamepadSubTypeName(caps.SubType)))); |
| pad.mapping = GamepadMapping::kStandard; |
| } |
| } |
| } |
| } |
| |
| void XInputDataFetcherWin::GetGamepadData(bool devices_changed_hint) { |
| TRACE_EVENT0("GAMEPAD", "GetGamepadData"); |
| |
| if (!xinput_available_) |
| return; |
| |
| // A note on XInput devices: |
| // If we got notification that system devices have been updated, then |
| // run GetCapabilities to update the connected status and the device |
| // identifier. It can be slow to do to both GetCapabilities and |
| // GetState on unconnected devices, so we want to avoid a 2-5ms pause |
| // here by only doing this when the devices are updated (despite |
| // documentation claiming it's OK to call it any time). |
| if (devices_changed_hint) |
| EnumerateDevices(); |
| |
| for (size_t i = 0; i < XUSER_MAX_COUNT; ++i) { |
| if (xinput_connected_[i]) |
| GetXInputPadData(i); |
| } |
| } |
| |
| void XInputDataFetcherWin::GetXInputPadData(int i) { |
| PadState* pad_state = GetPadState(i); |
| if (!pad_state) |
| return; |
| |
| Gamepad& pad = pad_state->data; |
| |
| // Use XInputGetStateEx if it is available, otherwise fall back to |
| // XInputGetState. We can use the same struct for both since XInputStateEx |
| // has identical layout to XINPUT_STATE except for an extra padding member at |
| // the end. |
| XInputStateEx state; |
| memset(&state, 0, sizeof(XInputStateEx)); |
| TRACE_EVENT_BEGIN1("GAMEPAD", "XInputGetState", "id", i); |
| DWORD dwResult; |
| if (xinput_get_state_ex_) |
| dwResult = xinput_get_state_ex_(i, &state); |
| else |
| dwResult = xinput_get_state_(i, reinterpret_cast<XINPUT_STATE*>(&state)); |
| TRACE_EVENT_END1("GAMEPAD", "XInputGetState", "id", i); |
| |
| if (dwResult == ERROR_SUCCESS) { |
| pad.timestamp = CurrentTimeInMicroseconds(); |
| pad.buttons_length = 0; |
| WORD val = state.Gamepad.wButtons; |
| #define ADD(b) \ |
| pad.buttons[pad.buttons_length].pressed = (val & (b)) != 0; \ |
| pad.buttons[pad.buttons_length++].value = ((val & (b)) ? 1.f : 0.f); |
| ADD(XINPUT_GAMEPAD_A); |
| ADD(XINPUT_GAMEPAD_B); |
| ADD(XINPUT_GAMEPAD_X); |
| ADD(XINPUT_GAMEPAD_Y); |
| ADD(XINPUT_GAMEPAD_LEFT_SHOULDER); |
| ADD(XINPUT_GAMEPAD_RIGHT_SHOULDER); |
| |
| pad.buttons[pad.buttons_length].pressed = |
| state.Gamepad.bLeftTrigger >= XINPUT_GAMEPAD_TRIGGER_THRESHOLD; |
| pad.buttons[pad.buttons_length++].value = |
| state.Gamepad.bLeftTrigger / 255.f; |
| |
| pad.buttons[pad.buttons_length].pressed = |
| state.Gamepad.bRightTrigger >= XINPUT_GAMEPAD_TRIGGER_THRESHOLD; |
| pad.buttons[pad.buttons_length++].value = |
| state.Gamepad.bRightTrigger / 255.f; |
| |
| ADD(XINPUT_GAMEPAD_BACK); |
| ADD(XINPUT_GAMEPAD_START); |
| ADD(XINPUT_GAMEPAD_LEFT_THUMB); |
| ADD(XINPUT_GAMEPAD_RIGHT_THUMB); |
| ADD(XINPUT_GAMEPAD_DPAD_UP); |
| ADD(XINPUT_GAMEPAD_DPAD_DOWN); |
| ADD(XINPUT_GAMEPAD_DPAD_LEFT); |
| ADD(XINPUT_GAMEPAD_DPAD_RIGHT); |
| if (xinput_get_state_ex_) { |
| // Only XInputGetStateEx reports the Guide button state. |
| ADD(kXInputGamepadGuide); |
| } |
| #undef ADD |
| pad.axes_length = 0; |
| |
| float value = 0.0; |
| #define ADD(a, factor) \ |
| value = factor * NormalizeXInputAxis(a); \ |
| pad.axes[pad.axes_length++] = value; |
| |
| // XInput are +up/+right, -down/-left, we want -up/-left. |
| ADD(state.Gamepad.sThumbLX, 1); |
| ADD(state.Gamepad.sThumbLY, -1); |
| ADD(state.Gamepad.sThumbRX, 1); |
| ADD(state.Gamepad.sThumbRY, -1); |
| #undef ADD |
| } |
| } |
| |
| void XInputDataFetcherWin::PlayEffect( |
| int pad_id, |
| mojom::GamepadHapticEffectType type, |
| mojom::GamepadEffectParametersPtr params, |
| mojom::GamepadHapticsManager::PlayVibrationEffectOnceCallback callback, |
| scoped_refptr<base::SequencedTaskRunner> callback_runner) { |
| if (pad_id < 0 || pad_id >= XUSER_MAX_COUNT) { |
| RunVibrationCallback( |
| std::move(callback), std::move(callback_runner), |
| mojom::GamepadHapticsResult::GamepadHapticsResultError); |
| return; |
| } |
| |
| if (!xinput_available_ || !xinput_connected_[pad_id] || |
| haptics_[pad_id] == nullptr) { |
| RunVibrationCallback( |
| std::move(callback), std::move(callback_runner), |
| mojom::GamepadHapticsResult::GamepadHapticsResultNotSupported); |
| return; |
| } |
| |
| haptics_[pad_id]->PlayEffect(type, std::move(params), std::move(callback), |
| std::move(callback_runner)); |
| } |
| |
| void XInputDataFetcherWin::ResetVibration( |
| int pad_id, |
| mojom::GamepadHapticsManager::ResetVibrationActuatorCallback callback, |
| scoped_refptr<base::SequencedTaskRunner> callback_runner) { |
| if (pad_id < 0 || pad_id >= XUSER_MAX_COUNT) { |
| RunVibrationCallback( |
| std::move(callback), std::move(callback_runner), |
| mojom::GamepadHapticsResult::GamepadHapticsResultError); |
| return; |
| } |
| |
| if (!xinput_available_ || !xinput_connected_[pad_id] || |
| haptics_[pad_id] == nullptr) { |
| RunVibrationCallback( |
| std::move(callback), std::move(callback_runner), |
| mojom::GamepadHapticsResult::GamepadHapticsResultNotSupported); |
| return; |
| } |
| |
| haptics_[pad_id]->ResetVibration(std::move(callback), |
| std::move(callback_runner)); |
| } |
| |
| bool XInputDataFetcherWin::GetXInputDllFunctions() { |
| xinput_get_capabilities_ = nullptr; |
| xinput_get_state_ = nullptr; |
| xinput_get_state_ex_ = nullptr; |
| xinput_set_state_ = nullptr; |
| XInputEnableFunc xinput_enable = reinterpret_cast<XInputEnableFunc>( |
| xinput_dll_.GetFunctionPointer("XInputEnable")); |
| xinput_get_capabilities_ = reinterpret_cast<XInputGetCapabilitiesFunc>( |
| xinput_dll_.GetFunctionPointer("XInputGetCapabilities")); |
| if (!xinput_get_capabilities_) |
| return false; |
| |
| // Get undocumented function XInputGetStateEx. If it is not present, fall back |
| // to XInputGetState. |
| xinput_get_state_ex_ = reinterpret_cast<XInputGetStateExFunc>( |
| ::GetProcAddress(xinput_dll_.get(), kXInputGetStateExOrdinal)); |
| if (!xinput_get_state_ex_) { |
| xinput_get_state_ = reinterpret_cast<XInputGetStateFunc>( |
| xinput_dll_.GetFunctionPointer("XInputGetState")); |
| } |
| |
| if (!xinput_get_state_ && !xinput_get_state_ex_) |
| return false; |
| xinput_set_state_ = |
| reinterpret_cast<XInputHapticGamepadWin::XInputSetStateFunc>( |
| xinput_dll_.GetFunctionPointer("XInputSetState")); |
| if (!xinput_set_state_) |
| return false; |
| if (xinput_enable) { |
| // XInputEnable is unavailable before Win8 and deprecated in Win10. |
| xinput_enable(true); |
| } |
| return true; |
| } |
| |
| } // namespace device |