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// 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.
#ifndef CONTENT_BROWSER_GAMEPAD_GAMEPAD_PLATFORM_DATA_FETCHER_WIN_H_
#define CONTENT_BROWSER_GAMEPAD_GAMEPAD_PLATFORM_DATA_FETCHER_WIN_H_
#include "build/build_config.h"
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#define DIRECTINPUT_VERSION 0x0800
#include <dinput.h>
#include <stdlib.h>
#include <Unknwn.h>
#include <WinDef.h>
#include <windows.h>
#include <XInput.h>
#include "base/basictypes.h"
#include "base/compiler_specific.h"
#include "base/scoped_native_library.h"
#include "content/browser/gamepad/gamepad_data_fetcher.h"
#include "content/browser/gamepad/gamepad_standard_mappings.h"
#include "third_party/WebKit/public/platform/WebGamepads.h"
namespace content {
class GamepadPlatformDataFetcherWin : public GamepadDataFetcher {
public:
GamepadPlatformDataFetcherWin();
virtual ~GamepadPlatformDataFetcherWin();
virtual void GetGamepadData(WebKit::WebGamepads* pads,
bool devices_changed_hint) OVERRIDE;
private:
// XInput-specific implementation for GetGamepadData.
bool GetXInputGamepadData(WebKit::WebGamepads* pads,
bool devices_changed_hint);
bool GetDirectInputGamepadData(WebKit::WebGamepads* pads,
bool devices_changed_hint);
// The three function types we use from xinput1_3.dll.
typedef void (WINAPI *XInputEnableFunc)(BOOL enable);
typedef DWORD (WINAPI *XInputGetCapabilitiesFunc)(
DWORD dwUserIndex, DWORD dwFlags, XINPUT_CAPABILITIES* pCapabilities);
typedef DWORD (WINAPI *XInputGetStateFunc)(
DWORD dwUserIndex, XINPUT_STATE* pState);
// Get functions from dynamically loaded xinput1_3.dll. We don't use
// DELAYLOAD because the import library for Win8 SDK pulls xinput1_4 which
// isn't redistributable. Returns true if loading was successful. We include
// xinput1_3.dll with Chrome.
bool GetXInputDllFunctions();
// Scan for connected XInput and DirectInput gamepads.
void EnumerateDevices(WebKit::WebGamepads* pads);
bool GetXInputPadConnectivity(int i, WebKit::WebGamepad* pad) const;
void GetXInputPadData(int i, WebKit::WebGamepad* pad);
void GetDirectInputPadData(int i, WebKit::WebGamepad* pad);
int FirstAvailableGamepadId() const;
bool HasXInputGamepad(int index) const;
bool HasDirectInputGamepad(const GUID &guid) const;
base::ScopedNativeLibrary xinput_dll_;
bool xinput_available_;
bool directinput_available_;
// Function pointers to XInput functionality, retrieved in
// |GetXinputDllFunctions|.
XInputEnableFunc xinput_enable_;
XInputGetCapabilitiesFunc xinput_get_capabilities_;
XInputGetStateFunc xinput_get_state_;
IDirectInput8* directinput_interface_;
enum PadConnectionStatus {
DISCONNECTED,
XINPUT_CONNECTED,
DIRECTINPUT_CONNECTED
};
struct PadState {
PadConnectionStatus status;
int xinput_index; // XInput-only.
// Fields below are for DirectInput devices only.
GUID guid;
IDirectInputDevice8* directinput_gamepad;
GamepadStandardMappingFunction mapper;
};
PadState pad_state_[WebKit::WebGamepads::itemsLengthCap];
DISALLOW_COPY_AND_ASSIGN(GamepadPlatformDataFetcherWin);
};
} // namespace content
#endif // CONTENT_BROWSER_GAMEPAD_GAMEPAD_PLATFORM_DATA_FETCHER_WIN_H_