1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. 2 // Use of this source code is governed by a BSD-style license that can be 3 // found in the LICENSE file. 4 5 #include "content/browser/gamepad/gamepad_platform_data_fetcher_win.h" 6 7 #include "base/debug/trace_event.h" 8 #include "base/strings/stringprintf.h" 9 #include "base/win/windows_version.h" 10 #include "content/common/gamepad_hardware_buffer.h" 11 #include "content/common/gamepad_messages.h" 12 13 namespace content { 14 15 using namespace blink; 16 17 namespace { 18 19 // See http://goo.gl/5VSJR. These are not available in all versions of the 20 // header, but they can be returned from the driver, so we define our own 21 // versions here. 22 static const BYTE kDeviceSubTypeGamepad = 1; 23 static const BYTE kDeviceSubTypeWheel = 2; 24 static const BYTE kDeviceSubTypeArcadeStick = 3; 25 static const BYTE kDeviceSubTypeFlightStick = 4; 26 static const BYTE kDeviceSubTypeDancePad = 5; 27 static const BYTE kDeviceSubTypeGuitar = 6; 28 static const BYTE kDeviceSubTypeGuitarAlternate = 7; 29 static const BYTE kDeviceSubTypeDrumKit = 8; 30 static const BYTE kDeviceSubTypeGuitarBass = 11; 31 static const BYTE kDeviceSubTypeArcadePad = 19; 32 33 float NormalizeXInputAxis(SHORT value) { 34 return ((value + 32768.f) / 32767.5f) - 1.f; 35 } 36 37 const WebUChar* const GamepadSubTypeName(BYTE sub_type) { 38 switch (sub_type) { 39 case kDeviceSubTypeGamepad: return L"GAMEPAD"; 40 case kDeviceSubTypeWheel: return L"WHEEL"; 41 case kDeviceSubTypeArcadeStick: return L"ARCADE_STICK"; 42 case kDeviceSubTypeFlightStick: return L"FLIGHT_STICK"; 43 case kDeviceSubTypeDancePad: return L"DANCE_PAD"; 44 case kDeviceSubTypeGuitar: return L"GUITAR"; 45 case kDeviceSubTypeGuitarAlternate: return L"GUITAR_ALTERNATE"; 46 case kDeviceSubTypeDrumKit: return L"DRUM_KIT"; 47 case kDeviceSubTypeGuitarBass: return L"GUITAR_BASS"; 48 case kDeviceSubTypeArcadePad: return L"ARCADE_PAD"; 49 default: return L"<UNKNOWN>"; 50 } 51 } 52 53 } // namespace 54 55 GamepadPlatformDataFetcherWin::GamepadPlatformDataFetcherWin() 56 : xinput_dll_(base::FilePath(FILE_PATH_LITERAL("xinput1_3.dll"))), 57 xinput_available_(GetXInputDllFunctions()) { 58 for (size_t i = 0; i < WebGamepads::itemsLengthCap; ++i) 59 pad_state_[i].status = DISCONNECTED; 60 61 raw_input_fetcher_.reset(new RawInputDataFetcher()); 62 raw_input_fetcher_->StartMonitor(); 63 } 64 65 GamepadPlatformDataFetcherWin::~GamepadPlatformDataFetcherWin() { 66 raw_input_fetcher_->StopMonitor(); 67 } 68 69 int GamepadPlatformDataFetcherWin::FirstAvailableGamepadId() const { 70 for (size_t i = 0; i < WebGamepads::itemsLengthCap; ++i) { 71 if (pad_state_[i].status == DISCONNECTED) 72 return i; 73 } 74 return -1; 75 } 76 77 bool GamepadPlatformDataFetcherWin::HasXInputGamepad(int index) const { 78 for (size_t i = 0; i < WebGamepads::itemsLengthCap; ++i) { 79 if (pad_state_[i].status == XINPUT_CONNECTED && 80 pad_state_[i].xinput_index == index) 81 return true; 82 } 83 return false; 84 } 85 86 bool GamepadPlatformDataFetcherWin::HasRawInputGamepad( 87 const HANDLE handle) const { 88 for (size_t i = 0; i < WebGamepads::itemsLengthCap; ++i) { 89 if (pad_state_[i].status == RAWINPUT_CONNECTED && 90 pad_state_[i].raw_input_handle == handle) 91 return true; 92 } 93 return false; 94 } 95 96 void GamepadPlatformDataFetcherWin::EnumerateDevices( 97 WebGamepads* pads) { 98 TRACE_EVENT0("GAMEPAD", "EnumerateDevices"); 99 100 // Mark all disconnected pads DISCONNECTED. 101 for (size_t i = 0; i < WebGamepads::itemsLengthCap; ++i) { 102 if (!pads->items[i].connected) 103 pad_state_[i].status = DISCONNECTED; 104 } 105 106 for (size_t i = 0; i < XUSER_MAX_COUNT; ++i) { 107 if (HasXInputGamepad(i)) 108 continue; 109 int pad_index = FirstAvailableGamepadId(); 110 if (pad_index == -1) 111 return; // We can't add any more gamepads. 112 WebGamepad& pad = pads->items[pad_index]; 113 if (xinput_available_ && GetXInputPadConnectivity(i, &pad)) { 114 pad_state_[pad_index].status = XINPUT_CONNECTED; 115 pad_state_[pad_index].xinput_index = i; 116 pad_state_[pad_index].mapper = NULL; 117 pads->length++; 118 } 119 } 120 121 if (raw_input_fetcher_->Available()) { 122 std::vector<RawGamepadInfo*> raw_inputs = 123 raw_input_fetcher_->EnumerateDevices(); 124 for (size_t i = 0; i < raw_inputs.size(); ++i) { 125 RawGamepadInfo* gamepad = raw_inputs[i]; 126 if (HasRawInputGamepad(gamepad->handle)) 127 continue; 128 int pad_index = FirstAvailableGamepadId(); 129 if (pad_index == -1) 130 return; 131 WebGamepad& pad = pads->items[pad_index]; 132 pad.connected = true; 133 PadState& state = pad_state_[pad_index]; 134 state.status = RAWINPUT_CONNECTED; 135 state.raw_input_handle = gamepad->handle; 136 137 std::string vendor = base::StringPrintf("%04x", gamepad->vendor_id); 138 std::string product = base::StringPrintf("%04x", gamepad->product_id); 139 state.mapper = GetGamepadStandardMappingFunction(vendor, product); 140 141 swprintf(pad.id, WebGamepad::idLengthCap, 142 L"%ls (%lsVendor: %04x Product: %04x)", 143 gamepad->id, state.mapper ? L"STANDARD GAMEPAD " : L"", 144 gamepad->vendor_id, gamepad->product_id); 145 146 if (state.mapper) 147 swprintf(pad.mapping, WebGamepad::mappingLengthCap, L"standard"); 148 else 149 pad.mapping[0] = 0; 150 151 pads->length++; 152 } 153 } 154 } 155 156 157 void GamepadPlatformDataFetcherWin::GetGamepadData(WebGamepads* pads, 158 bool devices_changed_hint) { 159 TRACE_EVENT0("GAMEPAD", "GetGamepadData"); 160 161 if (!xinput_available_ && 162 !raw_input_fetcher_->Available()) { 163 pads->length = 0; 164 return; 165 } 166 167 // A note on XInput devices: 168 // If we got notification that system devices have been updated, then 169 // run GetCapabilities to update the connected status and the device 170 // identifier. It can be slow to do to both GetCapabilities and 171 // GetState on unconnected devices, so we want to avoid a 2-5ms pause 172 // here by only doing this when the devices are updated (despite 173 // documentation claiming it's OK to call it any time). 174 if (devices_changed_hint) 175 EnumerateDevices(pads); 176 177 for (size_t i = 0; i < WebGamepads::itemsLengthCap; ++i) { 178 // We rely on device_changed and GetCapabilities to tell us that 179 // something's been connected, but we will mark as disconnected if 180 // Get___PadState returns that we've lost the pad. 181 if (!pads->items[i].connected) 182 continue; 183 184 if (pad_state_[i].status == XINPUT_CONNECTED) 185 GetXInputPadData(i, &pads->items[i]); 186 else if (pad_state_[i].status == RAWINPUT_CONNECTED) 187 GetRawInputPadData(i, &pads->items[i]); 188 } 189 } 190 191 void GamepadPlatformDataFetcherWin::PauseHint(bool pause) { 192 if (pause) 193 raw_input_fetcher_->StopMonitor(); 194 else 195 raw_input_fetcher_->StartMonitor(); 196 } 197 198 bool GamepadPlatformDataFetcherWin::GetXInputPadConnectivity( 199 int i, 200 WebGamepad* pad) const { 201 DCHECK(pad); 202 TRACE_EVENT1("GAMEPAD", "GetXInputPadConnectivity", "id", i); 203 XINPUT_CAPABILITIES caps; 204 DWORD res = xinput_get_capabilities_(i, XINPUT_FLAG_GAMEPAD, &caps); 205 if (res == ERROR_DEVICE_NOT_CONNECTED) { 206 pad->connected = false; 207 return false; 208 } else { 209 pad->connected = true; 210 swprintf(pad->id, 211 WebGamepad::idLengthCap, 212 L"Xbox 360 Controller (XInput STANDARD %ls)", 213 GamepadSubTypeName(caps.SubType)); 214 swprintf(pad->mapping, WebGamepad::mappingLengthCap, L"standard"); 215 return true; 216 } 217 } 218 219 void GamepadPlatformDataFetcherWin::GetXInputPadData( 220 int i, 221 WebGamepad* pad) { 222 XINPUT_STATE state; 223 memset(&state, 0, sizeof(XINPUT_STATE)); 224 TRACE_EVENT_BEGIN1("GAMEPAD", "XInputGetState", "id", i); 225 DWORD dwResult = xinput_get_state_(pad_state_[i].xinput_index, &state); 226 TRACE_EVENT_END1("GAMEPAD", "XInputGetState", "id", i); 227 228 if (dwResult == ERROR_SUCCESS) { 229 pad->timestamp = state.dwPacketNumber; 230 pad->buttonsLength = 0; 231 #define ADD(b) pad->buttons[pad->buttonsLength].pressed = \ 232 (state.Gamepad.wButtons & (b)) != 0; \ 233 pad->buttons[pad->buttonsLength++].value = \ 234 ((state.Gamepad.wButtons & (b)) ? 1.f : 0.f); 235 ADD(XINPUT_GAMEPAD_A); 236 ADD(XINPUT_GAMEPAD_B); 237 ADD(XINPUT_GAMEPAD_X); 238 ADD(XINPUT_GAMEPAD_Y); 239 ADD(XINPUT_GAMEPAD_LEFT_SHOULDER); 240 ADD(XINPUT_GAMEPAD_RIGHT_SHOULDER); 241 pad->buttons[pad->buttonsLength].pressed = 242 state.Gamepad.bLeftTrigger >= XINPUT_GAMEPAD_TRIGGER_THRESHOLD; 243 pad->buttons[pad->buttonsLength++].value = 244 state.Gamepad.bLeftTrigger / 255.f; 245 pad->buttons[pad->buttonsLength].pressed = 246 state.Gamepad.bRightTrigger >= XINPUT_GAMEPAD_TRIGGER_THRESHOLD; 247 pad->buttons[pad->buttonsLength++].value = 248 state.Gamepad.bRightTrigger / 255.f; 249 ADD(XINPUT_GAMEPAD_BACK); 250 ADD(XINPUT_GAMEPAD_START); 251 ADD(XINPUT_GAMEPAD_LEFT_THUMB); 252 ADD(XINPUT_GAMEPAD_RIGHT_THUMB); 253 ADD(XINPUT_GAMEPAD_DPAD_UP); 254 ADD(XINPUT_GAMEPAD_DPAD_DOWN); 255 ADD(XINPUT_GAMEPAD_DPAD_LEFT); 256 ADD(XINPUT_GAMEPAD_DPAD_RIGHT); 257 #undef ADD 258 pad->axesLength = 0; 259 // XInput are +up/+right, -down/-left, we want -up/-left. 260 pad->axes[pad->axesLength++] = NormalizeXInputAxis(state.Gamepad.sThumbLX); 261 pad->axes[pad->axesLength++] = -NormalizeXInputAxis(state.Gamepad.sThumbLY); 262 pad->axes[pad->axesLength++] = NormalizeXInputAxis(state.Gamepad.sThumbRX); 263 pad->axes[pad->axesLength++] = -NormalizeXInputAxis(state.Gamepad.sThumbRY); 264 } else { 265 pad->connected = false; 266 } 267 } 268 269 void GamepadPlatformDataFetcherWin::GetRawInputPadData( 270 int index, 271 WebGamepad* pad) { 272 RawGamepadInfo* gamepad = raw_input_fetcher_->GetGamepadInfo( 273 pad_state_[index].raw_input_handle); 274 if (!gamepad) { 275 pad->connected = false; 276 return; 277 } 278 279 WebGamepad raw_pad = *pad; 280 281 raw_pad.timestamp = gamepad->report_id; 282 raw_pad.buttonsLength = gamepad->buttons_length; 283 raw_pad.axesLength = gamepad->axes_length; 284 285 for (unsigned int i = 0; i < raw_pad.buttonsLength; i++) { 286 raw_pad.buttons[i].pressed = gamepad->buttons[i]; 287 raw_pad.buttons[i].value = gamepad->buttons[i] ? 1.0 : 0.0; 288 } 289 290 for (unsigned int i = 0; i < raw_pad.axesLength; i++) 291 raw_pad.axes[i] = gamepad->axes[i].value; 292 293 // Copy to the current state to the output buffer, using the mapping 294 // function, if there is one available. 295 if (pad_state_[index].mapper) 296 pad_state_[index].mapper(raw_pad, pad); 297 else 298 *pad = raw_pad; 299 } 300 301 bool GamepadPlatformDataFetcherWin::GetXInputDllFunctions() { 302 xinput_get_capabilities_ = NULL; 303 xinput_get_state_ = NULL; 304 xinput_enable_ = reinterpret_cast<XInputEnableFunc>( 305 xinput_dll_.GetFunctionPointer("XInputEnable")); 306 if (!xinput_enable_) 307 return false; 308 xinput_get_capabilities_ = reinterpret_cast<XInputGetCapabilitiesFunc>( 309 xinput_dll_.GetFunctionPointer("XInputGetCapabilities")); 310 if (!xinput_get_capabilities_) 311 return false; 312 xinput_get_state_ = reinterpret_cast<XInputGetStateFunc>( 313 xinput_dll_.GetFunctionPointer("XInputGetState")); 314 if (!xinput_get_state_) 315 return false; 316 xinput_enable_(true); 317 return true; 318 } 319 320 } // namespace content 321