| // 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_ |