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.
5 #include "content/browser/gamepad/gamepad_platform_data_fetcher_win.h"
7 #include "base/debug/trace_event.h"
8 #include "content/common/gamepad_messages.h"
9 #include "content/common/gamepad_hardware_buffer.h"
13 using namespace WebKit
;
17 // See http://goo.gl/5VSJR. These are not available in all versions of the
18 // header, but they can be returned from the driver, so we define our own
20 static const BYTE kDeviceSubTypeGamepad
= 1;
21 static const BYTE kDeviceSubTypeWheel
= 2;
22 static const BYTE kDeviceSubTypeArcadeStick
= 3;
23 static const BYTE kDeviceSubTypeFlightStick
= 4;
24 static const BYTE kDeviceSubTypeDancePad
= 5;
25 static const BYTE kDeviceSubTypeGuitar
= 6;
26 static const BYTE kDeviceSubTypeGuitarAlternate
= 7;
27 static const BYTE kDeviceSubTypeDrumKit
= 8;
28 static const BYTE kDeviceSubTypeGuitarBass
= 11;
29 static const BYTE kDeviceSubTypeArcadePad
= 19;
31 float NormalizeAxis(SHORT value
) {
32 return ((value
+ 32768.f
) / 32767.5f
) - 1.f
;
35 const WebUChar
* const GamepadSubTypeName(BYTE sub_type
) {
37 case kDeviceSubTypeGamepad
: return L
"GAMEPAD";
38 case kDeviceSubTypeWheel
: return L
"WHEEL";
39 case kDeviceSubTypeArcadeStick
: return L
"ARCADE_STICK";
40 case kDeviceSubTypeFlightStick
: return L
"FLIGHT_STICK";
41 case kDeviceSubTypeDancePad
: return L
"DANCE_PAD";
42 case kDeviceSubTypeGuitar
: return L
"GUITAR";
43 case kDeviceSubTypeGuitarAlternate
: return L
"GUITAR_ALTERNATE";
44 case kDeviceSubTypeDrumKit
: return L
"DRUM_KIT";
45 case kDeviceSubTypeGuitarBass
: return L
"GUITAR_BASS";
46 case kDeviceSubTypeArcadePad
: return L
"ARCADE_PAD";
47 default: return L
"<UNKNOWN>";
53 GamepadPlatformDataFetcherWin::GamepadPlatformDataFetcherWin()
54 : xinput_dll_(FilePath(FILE_PATH_LITERAL("xinput1_3.dll"))),
55 xinput_available_(GetXinputDllFunctions()) {
58 GamepadPlatformDataFetcherWin::~GamepadPlatformDataFetcherWin() {
61 void GamepadPlatformDataFetcherWin::GetGamepadData(WebGamepads
* pads
,
62 bool devices_changed_hint
) {
63 TRACE_EVENT0("GAMEPAD", "GetGamepadData");
65 // If there's no XInput DLL on the system, early out so that we don't
66 // call any other XInput functions.
67 if (!xinput_available_
) {
72 pads
->length
= WebGamepads::itemsLengthCap
;
74 // If we got notification that system devices have been updated, then
75 // run GetCapabilities to update the connected status and the device
76 // identifier. It can be slow to do to both GetCapabilities and
77 // GetState on unconnected devices, so we want to avoid a 2-5ms pause
78 // here by only doing this when the devices are updated (despite
79 // documentation claiming it's OK to call it any time).
80 if (devices_changed_hint
) {
81 for (unsigned i
= 0; i
< WebGamepads::itemsLengthCap
; ++i
) {
82 WebGamepad
& pad
= pads
->items
[i
];
83 TRACE_EVENT1("GAMEPAD", "GetCapabilities", "id", i
);
84 XINPUT_CAPABILITIES caps
;
85 DWORD res
= xinput_get_capabilities_(i
, XINPUT_FLAG_GAMEPAD
, &caps
);
86 if (res
== ERROR_DEVICE_NOT_CONNECTED
) {
87 pad
.connected
= false;
90 base::swprintf(pad
.id
,
91 WebGamepad::idLengthCap
,
92 L
"Xbox 360 Controller (XInput STANDARD %ls)",
93 GamepadSubTypeName(caps
.SubType
));
98 // We've updated the connection state if necessary, now update the actual
99 // data for the devices that are connected.
100 for (unsigned i
= 0; i
< WebGamepads::itemsLengthCap
; ++i
) {
101 WebGamepad
& pad
= pads
->items
[i
];
103 // We rely on device_changed and GetCapabilities to tell us that
104 // something's been connected, but we will mark as disconnected if
105 // GetState returns that we've lost the pad.
110 memset(&state
, 0, sizeof(XINPUT_STATE
));
111 TRACE_EVENT_BEGIN1("GAMEPAD", "XInputGetState", "id", i
);
112 DWORD dwResult
= xinput_get_state_(i
, &state
);
113 TRACE_EVENT_END1("GAMEPAD", "XInputGetState", "id", i
);
115 if (dwResult
== ERROR_SUCCESS
) {
116 pad
.timestamp
= state
.dwPacketNumber
;
117 pad
.buttonsLength
= 0;
118 #define ADD(b) pad.buttons[pad.buttonsLength++] = \
119 ((state.Gamepad.wButtons & (b)) ? 1.0 : 0.0);
120 ADD(XINPUT_GAMEPAD_A
);
121 ADD(XINPUT_GAMEPAD_B
);
122 ADD(XINPUT_GAMEPAD_X
);
123 ADD(XINPUT_GAMEPAD_Y
);
124 ADD(XINPUT_GAMEPAD_LEFT_SHOULDER
);
125 ADD(XINPUT_GAMEPAD_RIGHT_SHOULDER
);
126 pad
.buttons
[pad
.buttonsLength
++] = state
.Gamepad
.bLeftTrigger
/ 255.0;
127 pad
.buttons
[pad
.buttonsLength
++] = state
.Gamepad
.bRightTrigger
/ 255.0;
128 ADD(XINPUT_GAMEPAD_BACK
);
129 ADD(XINPUT_GAMEPAD_START
);
130 ADD(XINPUT_GAMEPAD_LEFT_THUMB
);
131 ADD(XINPUT_GAMEPAD_RIGHT_THUMB
);
132 ADD(XINPUT_GAMEPAD_DPAD_UP
);
133 ADD(XINPUT_GAMEPAD_DPAD_DOWN
);
134 ADD(XINPUT_GAMEPAD_DPAD_LEFT
);
135 ADD(XINPUT_GAMEPAD_DPAD_RIGHT
);
138 // XInput are +up/+right, -down/-left, we want -up/-left.
139 pad
.axes
[pad
.axesLength
++] = NormalizeAxis(state
.Gamepad
.sThumbLX
);
140 pad
.axes
[pad
.axesLength
++] = -NormalizeAxis(state
.Gamepad
.sThumbLY
);
141 pad
.axes
[pad
.axesLength
++] = NormalizeAxis(state
.Gamepad
.sThumbRX
);
142 pad
.axes
[pad
.axesLength
++] = -NormalizeAxis(state
.Gamepad
.sThumbRY
);
144 pad
.connected
= false;
149 bool GamepadPlatformDataFetcherWin::GetXinputDllFunctions() {
150 xinput_get_capabilities_
= NULL
;
151 xinput_get_state_
= NULL
;
152 xinput_enable_
= static_cast<XInputEnableFunc
>(
153 xinput_dll_
.GetFunctionPointer("XInputEnable"));
156 xinput_get_capabilities_
= static_cast<XInputGetCapabilitiesFunc
>(
157 xinput_dll_
.GetFunctionPointer("XInputGetCapabilities"));
158 if (!xinput_get_capabilities_
)
160 xinput_get_state_
= static_cast<XInputGetStateFunc
>(
161 xinput_dll_
.GetFunctionPointer("XInputGetState"));
162 if (!xinput_get_state_
)
164 xinput_enable_(true);
168 } // namespace content