forked from chromium/chromium
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathxinput_data_fetcher_win.cc
330 lines (283 loc) · 10.9 KB
/
xinput_data_fetcher_win.cc
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
// 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