gecko-dev/dom/gamepad/windows/WindowsGamepad.cpp

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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include <algorithm>
#include <cstddef>
#ifndef UNICODE
#define UNICODE
#endif
#include <windows.h>
#include <hidsdi.h>
#include <stdio.h>
#include <xinput.h>
#include "nsIComponentManager.h"
#include "nsIObserver.h"
#include "nsIObserverService.h"
#include "nsITimer.h"
#include "nsTArray.h"
#include "mozilla/ArrayUtils.h"
#include "mozilla/dom/GamepadFunctions.h"
#include "mozilla/Services.h"
namespace {
using namespace mozilla::dom;
using namespace mozilla::dom::GamepadFunctions;
using mozilla::ArrayLength;
// USB HID usage tables, page 1 (Hat switch)
const unsigned kUsageDpad = 0x39;
// USB HID usage tables, page 1, 0x30 = X
const unsigned kFirstAxis = 0x30;
// USB HID usage tables
const unsigned kDesktopUsagePage = 0x1;
const unsigned kButtonUsagePage = 0x9;
// Arbitrary. In practice 10 buttons/6 axes is the near maximum.
const unsigned kMaxButtons = 32;
const unsigned kMaxAxes = 32;
// Multiple devices-changed notifications can be sent when a device
// is connected, because USB devices consist of multiple logical devices.
// Therefore, we wait a bit after receiving one before looking for
// device changes.
const uint32_t kDevicesChangedStableDelay = 200;
// XInput is a purely polling-driven API, so we need to
// poll it periodically. 50ms is arbitrarily chosen.
const uint32_t kXInputPollInterval = 50;
const UINT kRawInputError = (UINT)-1;
#ifndef XUSER_MAX_COUNT
#define XUSER_MAX_COUNT 4
#endif
const struct {
int usagePage;
int usage;
} kUsagePages[] = {
// USB HID usage tables, page 1
{ kDesktopUsagePage, 4 }, // Joystick
{ kDesktopUsagePage, 5 } // Gamepad
};
const struct {
WORD button;
int mapped;
} kXIButtonMap[] = {
{ XINPUT_GAMEPAD_DPAD_UP, 12 },
{ XINPUT_GAMEPAD_DPAD_DOWN, 13 },
{ XINPUT_GAMEPAD_DPAD_LEFT, 14 },
{ XINPUT_GAMEPAD_DPAD_RIGHT, 15 },
{ XINPUT_GAMEPAD_START, 9 },
{ XINPUT_GAMEPAD_BACK, 8 },
{ XINPUT_GAMEPAD_LEFT_THUMB, 10 },
{ XINPUT_GAMEPAD_RIGHT_THUMB, 11 },
{ XINPUT_GAMEPAD_LEFT_SHOULDER, 4 },
{ XINPUT_GAMEPAD_RIGHT_SHOULDER, 5 },
{ XINPUT_GAMEPAD_A, 0 },
{ XINPUT_GAMEPAD_B, 1 },
{ XINPUT_GAMEPAD_X, 2 },
{ XINPUT_GAMEPAD_Y, 3 }
};
const size_t kNumMappings = ArrayLength(kXIButtonMap);
enum GamepadType {
kNoGamepad = 0,
kRawInputGamepad,
kXInputGamepad
};
class WindowsGamepadService;
WindowsGamepadService* gService = nullptr;
struct Gamepad {
GamepadType type;
// Handle to raw input device
HANDLE handle;
// XInput Index of the user's controller. Passed to XInputGetState.
DWORD userIndex;
// Last-known state of the controller.
XINPUT_STATE state;
// ID from the GamepadService, also used as the index into
// WindowsGamepadService::mGamepads.
int id;
// Information about the physical device.
unsigned numAxes;
unsigned numButtons;
bool hasDpad;
HIDP_VALUE_CAPS dpadCaps;
bool buttons[kMaxButtons];
struct {
HIDP_VALUE_CAPS caps;
double value;
} axes[kMaxAxes];
// Used during rescan to find devices that were disconnected.
bool present;
};
// Drop this in favor of decltype when we require a new enough SDK.
typedef void (WINAPI *XInputEnable_func)(BOOL);
// RAII class to wrap loading the XInput DLL
class XInputLoader {
public:
XInputLoader() : module(nullptr),
mXInputEnable(nullptr),
mXInputGetState(nullptr) {
// xinput1_4.dll exists on Windows 8
// xinput9_1_0.dll exists on Windows 7 and Vista
// xinput1_3.dll shipped with the DirectX SDK
const wchar_t* dlls[] = {L"xinput1_4.dll",
L"xinput9_1_0.dll",
L"xinput1_3.dll"};
const size_t kNumDLLs = ArrayLength(dlls);
for (size_t i = 0; i < kNumDLLs; ++i) {
module = LoadLibraryW(dlls[i]);
if (module) {
mXInputEnable = reinterpret_cast<XInputEnable_func>(
GetProcAddress(module, "XInputEnable"));
mXInputGetState = reinterpret_cast<decltype(XInputGetState)*>(
GetProcAddress(module, "XInputGetState"));
if (mXInputEnable) {
mXInputEnable(TRUE);
}
break;
}
}
}
~XInputLoader() {
//mXInputEnable = nullptr;
mXInputGetState = nullptr;
if (module) {
FreeLibrary(module);
}
}
operator bool() {
return module && mXInputGetState;
}
HMODULE module;
decltype(XInputGetState) *mXInputGetState;
XInputEnable_func mXInputEnable;
};
bool
GetPreparsedData(HANDLE handle, nsTArray<uint8_t>& data)
{
UINT size;
if (GetRawInputDeviceInfo(handle, RIDI_PREPARSEDDATA, nullptr, &size) == kRawInputError) {
return false;
}
data.SetLength(size);
return GetRawInputDeviceInfo(handle, RIDI_PREPARSEDDATA,
data.Elements(), &size) > 0;
}
/*
* Given an axis value and a minimum and maximum range,
* scale it to be in the range -1.0 .. 1.0.
*/
double
ScaleAxis(ULONG value, LONG min, LONG max)
{
return 2.0 * (value - min) / (max - min) - 1.0;
}
/*
* Given a value from a d-pad (POV hat in USB HID terminology),
* represent it as 4 buttons, one for each cardinal direction.
*/
void
UnpackDpad(LONG dpad_value, const Gamepad* gamepad, bool buttons[kMaxButtons])
{
const unsigned kUp = gamepad->numButtons - 4;
const unsigned kDown = gamepad->numButtons - 3;
const unsigned kLeft = gamepad->numButtons - 2;
const unsigned kRight = gamepad->numButtons - 1;
// Different controllers have different ways of representing
// "nothing is pressed", but they're all outside the range of values.
if (dpad_value < gamepad->dpadCaps.LogicalMin
|| dpad_value > gamepad->dpadCaps.LogicalMax) {
// Nothing is pressed.
return;
}
// Normalize value to start at 0.
int value = dpad_value - gamepad->dpadCaps.LogicalMin;
// Value will be in the range 0-7. The value represents the
// position of the d-pad around a circle, with 0 being straight up,
// 2 being right, 4 being straight down, and 6 being left.
if (value < 2 || value > 6) {
buttons[kUp] = true;
}
if (value > 2 && value < 6) {
buttons[kDown] = true;
}
if (value > 4) {
buttons[kLeft] = true;
}
if (value > 0 && value < 4) {
buttons[kRight] = true;
}
}
/*
* Return true if this USB HID usage page and usage are of a type we
* know how to handle.
*/
bool
SupportedUsage(USHORT page, USHORT usage)
{
for (unsigned i = 0; i < ArrayLength(kUsagePages); i++) {
if (page == kUsagePages[i].usagePage && usage == kUsagePages[i].usage) {
return true;
}
}
return false;
}
class Observer : public nsIObserver {
public:
NS_DECL_ISUPPORTS
NS_DECL_NSIOBSERVER
Observer(WindowsGamepadService& svc) : mSvc(svc),
mObserving(true)
{
nsresult rv;
mTimer = do_CreateInstance("@mozilla.org/timer;1", &rv);
nsCOMPtr<nsIObserverService> observerService =
mozilla::services::GetObserverService();
observerService->AddObserver(this,
NS_XPCOM_WILL_SHUTDOWN_OBSERVER_ID,
false);
}
void Stop()
{
if (mTimer) {
mTimer->Cancel();
}
if (mObserving) {
nsCOMPtr<nsIObserverService> observerService =
mozilla::services::GetObserverService();
observerService->RemoveObserver(this, NS_XPCOM_WILL_SHUTDOWN_OBSERVER_ID);
mObserving = false;
}
}
void SetDeviceChangeTimer()
{
// Set stable timer, since we will get multiple devices-changed
// notifications at once
if (mTimer) {
mTimer->Cancel();
mTimer->Init(this, kDevicesChangedStableDelay, nsITimer::TYPE_ONE_SHOT);
}
}
private:
virtual ~Observer()
{
Stop();
}
// Gamepad service owns us, we just hold a reference back to it.
WindowsGamepadService& mSvc;
nsCOMPtr<nsITimer> mTimer;
bool mObserving;
};
NS_IMPL_ISUPPORTS(Observer, nsIObserver);
class HIDLoader {
public:
HIDLoader() : mModule(LoadLibraryW(L"hid.dll")),
mHidD_GetProductString(nullptr),
mHidP_GetCaps(nullptr),
mHidP_GetButtonCaps(nullptr),
mHidP_GetValueCaps(nullptr),
mHidP_GetUsages(nullptr),
mHidP_GetUsageValue(nullptr),
mHidP_GetScaledUsageValue(nullptr)
{
if (mModule) {
mHidD_GetProductString = reinterpret_cast<decltype(HidD_GetProductString)*>(GetProcAddress(mModule, "HidD_GetProductString"));
mHidP_GetCaps = reinterpret_cast<decltype(HidP_GetCaps)*>(GetProcAddress(mModule, "HidP_GetCaps"));
mHidP_GetButtonCaps = reinterpret_cast<decltype(HidP_GetButtonCaps)*>(GetProcAddress(mModule, "HidP_GetButtonCaps"));
mHidP_GetValueCaps = reinterpret_cast<decltype(HidP_GetValueCaps)*>(GetProcAddress(mModule, "HidP_GetValueCaps"));
mHidP_GetUsages = reinterpret_cast<decltype(HidP_GetUsages)*>(GetProcAddress(mModule, "HidP_GetUsages"));
mHidP_GetUsageValue = reinterpret_cast<decltype(HidP_GetUsageValue)*>(GetProcAddress(mModule, "HidP_GetUsageValue"));
mHidP_GetScaledUsageValue = reinterpret_cast<decltype(HidP_GetScaledUsageValue)*>(GetProcAddress(mModule, "HidP_GetScaledUsageValue"));
}
}
~HIDLoader() {
if (mModule) {
FreeLibrary(mModule);
}
}
operator bool() {
return mModule &&
mHidD_GetProductString &&
mHidP_GetCaps &&
mHidP_GetButtonCaps &&
mHidP_GetValueCaps &&
mHidP_GetUsages &&
mHidP_GetUsageValue &&
mHidP_GetScaledUsageValue;
}
decltype(HidD_GetProductString) *mHidD_GetProductString;
decltype(HidP_GetCaps) *mHidP_GetCaps;
decltype(HidP_GetButtonCaps) *mHidP_GetButtonCaps;
decltype(HidP_GetValueCaps) *mHidP_GetValueCaps;
decltype(HidP_GetUsages) *mHidP_GetUsages;
decltype(HidP_GetUsageValue) *mHidP_GetUsageValue;
decltype(HidP_GetScaledUsageValue) *mHidP_GetScaledUsageValue;
private:
HMODULE mModule;
};
class WindowsGamepadService {
public:
WindowsGamepadService();
virtual ~WindowsGamepadService()
{
Cleanup();
}
enum DeviceChangeType {
DeviceChangeNotification,
DeviceChangeStable
};
void DevicesChanged(DeviceChangeType type);
void Startup();
void Shutdown();
// Parse gamepad input from a WM_INPUT message.
bool HandleRawInput(HRAWINPUT handle);
private:
void ScanForDevices();
// Look for connected raw input devices.
void ScanForRawInputDevices();
// Look for connected XInput devices.
bool ScanForXInputDevices();
bool HaveXInputGamepad(int userIndex);
// Timer callback for XInput polling
static void XInputPollTimerCallback(nsITimer* aTimer, void* aClosure);
void PollXInput();
void CheckXInputChanges(Gamepad& gamepad, XINPUT_STATE& state);
// Get information about a raw input gamepad.
bool GetRawGamepad(HANDLE handle);
void Cleanup();
// List of connected devices.
nsTArray<Gamepad> mGamepads;
RefPtr<Observer> mObserver;
nsCOMPtr<nsITimer> mXInputPollTimer;
HIDLoader mHID;
XInputLoader mXInput;
};
WindowsGamepadService::WindowsGamepadService()
{
nsresult rv;
mXInputPollTimer = do_CreateInstance("@mozilla.org/timer;1", &rv);
mObserver = new Observer(*this);
}
void
WindowsGamepadService::ScanForRawInputDevices()
{
if (!mHID) {
return;
}
UINT numDevices;
if (GetRawInputDeviceList(nullptr, &numDevices, sizeof(RAWINPUTDEVICELIST))
== kRawInputError) {
return;
}
nsTArray<RAWINPUTDEVICELIST> devices(numDevices);
devices.SetLength(numDevices);
if (GetRawInputDeviceList(devices.Elements(), &numDevices,
sizeof(RAWINPUTDEVICELIST)) == kRawInputError) {
return;
}
for (unsigned i = 0; i < devices.Length(); i++) {
if (devices[i].dwType == RIM_TYPEHID) {
GetRawGamepad(devices[i].hDevice);
}
}
}
bool
WindowsGamepadService::HaveXInputGamepad(int userIndex)
{
for (unsigned int i = 0; i < mGamepads.Length(); i++) {
if (mGamepads[i].type == kXInputGamepad
&& mGamepads[i].userIndex == userIndex) {
mGamepads[i].present = true;
return true;
}
}
return false;
}
bool
WindowsGamepadService::ScanForXInputDevices()
{
MOZ_ASSERT(mXInput, "XInput should be present!");
bool found = false;
for (int i = 0; i < XUSER_MAX_COUNT; i++) {
XINPUT_STATE state = {};
if (mXInput.mXInputGetState(i, &state) != ERROR_SUCCESS) {
continue;
}
found = true;
// See if this device is already present in our list.
if (HaveXInputGamepad(i)) {
continue;
}
// Not already present, add it.
Gamepad gamepad = {};
gamepad.type = kXInputGamepad;
gamepad.present = true;
gamepad.state = state;
gamepad.userIndex = i;
gamepad.numButtons = kStandardGamepadButtons;
gamepad.numAxes = kStandardGamepadAxes;
gamepad.id = AddGamepad("xinput",
GamepadMappingType::Standard,
kStandardGamepadButtons,
kStandardGamepadAxes);
mGamepads.AppendElement(gamepad);
}
return found;
}
void
WindowsGamepadService::ScanForDevices()
{
for (int i = mGamepads.Length() - 1; i >= 0; i--) {
mGamepads[i].present = false;
}
if (mHID) {
ScanForRawInputDevices();
}
if (mXInput) {
mXInputPollTimer->Cancel();
if (ScanForXInputDevices()) {
mXInputPollTimer->InitWithFuncCallback(XInputPollTimerCallback,
this,
kXInputPollInterval,
nsITimer::TYPE_REPEATING_SLACK);
}
}
// Look for devices that are no longer present and remove them.
for (int i = mGamepads.Length() - 1; i >= 0; i--) {
if (!mGamepads[i].present) {
RemoveGamepad(mGamepads[i].id);
mGamepads.RemoveElementAt(i);
}
}
}
// static
void
WindowsGamepadService::XInputPollTimerCallback(nsITimer* aTimer,
void* aClosure)
{
WindowsGamepadService* self =
reinterpret_cast<WindowsGamepadService*>(aClosure);
self->PollXInput();
}
void
WindowsGamepadService::PollXInput()
{
for (unsigned int i = 0; i < mGamepads.Length(); i++) {
if (mGamepads[i].type != kXInputGamepad) {
continue;
}
XINPUT_STATE state = {};
DWORD res = mXInput.mXInputGetState(mGamepads[i].userIndex, &state);
if (res == ERROR_SUCCESS
&& state.dwPacketNumber != mGamepads[i].state.dwPacketNumber) {
CheckXInputChanges(mGamepads[i], state);
}
}
}
void WindowsGamepadService::CheckXInputChanges(Gamepad& gamepad,
XINPUT_STATE& state) {
// Handle digital buttons first
for (size_t b = 0; b < kNumMappings; b++) {
if (state.Gamepad.wButtons & kXIButtonMap[b].button &&
!(gamepad.state.Gamepad.wButtons & kXIButtonMap[b].button)) {
// Button pressed
NewButtonEvent(gamepad.id, kXIButtonMap[b].mapped, true);
} else if (!(state.Gamepad.wButtons & kXIButtonMap[b].button) &&
gamepad.state.Gamepad.wButtons & kXIButtonMap[b].button) {
// Button released
NewButtonEvent(gamepad.id, kXIButtonMap[b].mapped, false);
}
}
// Then triggers
if (state.Gamepad.bLeftTrigger != gamepad.state.Gamepad.bLeftTrigger) {
bool pressed =
state.Gamepad.bLeftTrigger >= XINPUT_GAMEPAD_TRIGGER_THRESHOLD;
NewButtonEvent(gamepad.id, kButtonLeftTrigger,
pressed, state.Gamepad.bLeftTrigger / 255.0);
}
if (state.Gamepad.bRightTrigger != gamepad.state.Gamepad.bRightTrigger) {
bool pressed =
state.Gamepad.bRightTrigger >= XINPUT_GAMEPAD_TRIGGER_THRESHOLD;
NewButtonEvent(gamepad.id, kButtonRightTrigger,
pressed, state.Gamepad.bRightTrigger / 255.0);
}
// Finally deal with analog sticks
// TODO: bug 1001955 - Support deadzones.
if (state.Gamepad.sThumbLX != gamepad.state.Gamepad.sThumbLX) {
NewAxisMoveEvent(gamepad.id, kLeftStickXAxis,
state.Gamepad.sThumbLX / 32767.0);
}
if (state.Gamepad.sThumbLY != gamepad.state.Gamepad.sThumbLY) {
NewAxisMoveEvent(gamepad.id, kLeftStickYAxis,
-1.0 * state.Gamepad.sThumbLY / 32767.0);
}
if (state.Gamepad.sThumbRX != gamepad.state.Gamepad.sThumbRX) {
NewAxisMoveEvent(gamepad.id, kRightStickXAxis,
state.Gamepad.sThumbRX / 32767.0);
}
if (state.Gamepad.sThumbRY != gamepad.state.Gamepad.sThumbRY) {
NewAxisMoveEvent(gamepad.id, kRightStickYAxis,
-1.0 * state.Gamepad.sThumbRY / 32767.0);
}
gamepad.state = state;
}
// Used to sort a list of axes by HID usage.
class HidValueComparator {
public:
bool Equals(const HIDP_VALUE_CAPS& c1, const HIDP_VALUE_CAPS& c2) const
{
return c1.UsagePage == c2.UsagePage && c1.Range.UsageMin == c2.Range.UsageMin;
}
bool LessThan(const HIDP_VALUE_CAPS& c1, const HIDP_VALUE_CAPS& c2) const
{
if (c1.UsagePage == c2.UsagePage) {
return c1.Range.UsageMin < c2.Range.UsageMin;
}
return c1.UsagePage < c2.UsagePage;
}
};
bool
WindowsGamepadService::GetRawGamepad(HANDLE handle)
{
if (!mHID) {
return false;
}
for (unsigned i = 0; i < mGamepads.Length(); i++) {
if (mGamepads[i].type == kRawInputGamepad && mGamepads[i].handle == handle) {
mGamepads[i].present = true;
return true;
}
}
RID_DEVICE_INFO rdi = {};
UINT size = rdi.cbSize = sizeof(RID_DEVICE_INFO);
if (GetRawInputDeviceInfo(handle, RIDI_DEVICEINFO, &rdi, &size) == kRawInputError) {
return false;
}
// Ensure that this is a device we care about
if (!SupportedUsage(rdi.hid.usUsagePage, rdi.hid.usUsage)) {
return false;
}
Gamepad gamepad = {};
// Device name is a mostly-opaque string.
if (GetRawInputDeviceInfo(handle, RIDI_DEVICENAME, nullptr, &size) == kRawInputError) {
return false;
}
nsTArray<wchar_t> devname(size);
devname.SetLength(size);
if (GetRawInputDeviceInfo(handle, RIDI_DEVICENAME, devname.Elements(), &size) == kRawInputError) {
return false;
}
// Per http://msdn.microsoft.com/en-us/library/windows/desktop/ee417014.aspx
// device names containing "IG_" are XInput controllers. Ignore those
// devices since we'll handle them with XInput.
if (wcsstr(devname.Elements(), L"IG_")) {
return false;
}
// Product string is a human-readable name.
// Per http://msdn.microsoft.com/en-us/library/windows/hardware/ff539681%28v=vs.85%29.aspx
// "For USB devices, the maximum string length is 126 wide characters (not including the terminating NULL character)."
wchar_t name[128] = { 0 };
size = sizeof(name);
nsTArray<char> gamepad_name;
HANDLE hid_handle = CreateFile(devname.Elements(), GENERIC_READ | GENERIC_WRITE,
FILE_SHARE_READ | FILE_SHARE_WRITE, NULL, OPEN_EXISTING, 0, NULL);
if (hid_handle) {
if (mHID.mHidD_GetProductString(hid_handle, &name, size)) {
int bytes = WideCharToMultiByte(CP_UTF8, 0, name, -1, nullptr, 0, nullptr,
nullptr);
gamepad_name.SetLength(bytes);
WideCharToMultiByte(CP_UTF8, 0, name, -1, gamepad_name.Elements(),
bytes, nullptr, nullptr);
}
CloseHandle(hid_handle);
}
if (gamepad_name.Length() == 0 || !gamepad_name[0]) {
const char kUnknown[] = "Unknown Gamepad";
gamepad_name.SetLength(ArrayLength(kUnknown));
strcpy_s(gamepad_name.Elements(), gamepad_name.Length(), kUnknown);
}
char gamepad_id[256] = { 0 };
_snprintf_s(gamepad_id, _TRUNCATE, "%04x-%04x-%s", rdi.hid.dwVendorId,
rdi.hid.dwProductId, gamepad_name.Elements());
nsTArray<uint8_t> preparsedbytes;
if (!GetPreparsedData(handle, preparsedbytes)) {
return false;
}
PHIDP_PREPARSED_DATA parsed =
reinterpret_cast<PHIDP_PREPARSED_DATA>(preparsedbytes.Elements());
HIDP_CAPS caps;
if (mHID.mHidP_GetCaps(parsed, &caps) != HIDP_STATUS_SUCCESS) {
return false;
}
// Enumerate buttons.
USHORT count = caps.NumberInputButtonCaps;
nsTArray<HIDP_BUTTON_CAPS> buttonCaps(count);
buttonCaps.SetLength(count);
if (mHID.mHidP_GetButtonCaps(HidP_Input, buttonCaps.Elements(), &count, parsed)
!= HIDP_STATUS_SUCCESS) {
return false;
}
for (unsigned i = 0; i < count; i++) {
// Each buttonCaps is typically a range of buttons.
gamepad.numButtons +=
buttonCaps[i].Range.UsageMax - buttonCaps[i].Range.UsageMin + 1;
}
gamepad.numButtons = std::min(gamepad.numButtons, kMaxButtons);
// Enumerate value caps, which represent axes and d-pads.
count = caps.NumberInputValueCaps;
nsTArray<HIDP_VALUE_CAPS> valueCaps(count);
valueCaps.SetLength(count);
if (mHID.mHidP_GetValueCaps(HidP_Input, valueCaps.Elements(), &count, parsed)
!= HIDP_STATUS_SUCCESS) {
return false;
}
nsTArray<HIDP_VALUE_CAPS> axes;
// Sort the axes by usagePage and usage to expose a consistent ordering.
HidValueComparator comparator;
for (unsigned i = 0; i < count; i++) {
if (valueCaps[i].UsagePage == kDesktopUsagePage
&& valueCaps[i].Range.UsageMin == kUsageDpad
// Don't know how to handle d-pads that return weird values.
&& valueCaps[i].LogicalMax - valueCaps[i].LogicalMin == 7
// Can't overflow buttons
&& gamepad.numButtons + 4 < kMaxButtons) {
// d-pad gets special handling.
// Ostensibly HID devices can expose multiple d-pads, but this
// doesn't happen in practice.
gamepad.hasDpad = true;
gamepad.dpadCaps = valueCaps[i];
// Expose d-pad as 4 additional buttons.
gamepad.numButtons += 4;
} else {
axes.InsertElementSorted(valueCaps[i], comparator);
}
}
gamepad.numAxes = std::min<size_t>(axes.Length(), kMaxAxes);
for (unsigned i = 0; i < gamepad.numAxes; i++) {
if (i >= kMaxAxes) {
break;
}
gamepad.axes[i].caps = axes[i];
}
gamepad.type = kRawInputGamepad;
gamepad.handle = handle;
gamepad.present = true;
gamepad.id = GamepadFunctions::AddGamepad(gamepad_id,
GamepadMappingType::_empty,
gamepad.numButtons,
gamepad.numAxes);
mGamepads.AppendElement(gamepad);
return true;
}
bool
WindowsGamepadService::HandleRawInput(HRAWINPUT handle)
{
if (!mHID) {
return false;
}
// First, get data from the handle
UINT size;
GetRawInputData(handle, RID_INPUT, nullptr, &size, sizeof(RAWINPUTHEADER));
nsTArray<uint8_t> data(size);
data.SetLength(size);
if (GetRawInputData(handle, RID_INPUT, data.Elements(), &size,
sizeof(RAWINPUTHEADER)) == kRawInputError) {
return false;
}
PRAWINPUT raw = reinterpret_cast<PRAWINPUT>(data.Elements());
Gamepad* gamepad = nullptr;
for (unsigned i = 0; i < mGamepads.Length(); i++) {
if (mGamepads[i].type == kRawInputGamepad
&& mGamepads[i].handle == raw->header.hDevice) {
gamepad = &mGamepads[i];
break;
}
}
if (gamepad == nullptr) {
return false;
}
// Second, get the preparsed data
nsTArray<uint8_t> parsedbytes;
if (!GetPreparsedData(raw->header.hDevice, parsedbytes)) {
return false;
}
PHIDP_PREPARSED_DATA parsed =
reinterpret_cast<PHIDP_PREPARSED_DATA>(parsedbytes.Elements());
// Get all the pressed buttons.
nsTArray<USAGE> usages(gamepad->numButtons);
usages.SetLength(gamepad->numButtons);
ULONG usageLength = gamepad->numButtons;
if (mHID.mHidP_GetUsages(HidP_Input, kButtonUsagePage, 0, usages.Elements(),
&usageLength, parsed, (PCHAR)raw->data.hid.bRawData,
raw->data.hid.dwSizeHid) != HIDP_STATUS_SUCCESS) {
return false;
}
bool buttons[kMaxButtons] = { false };
usageLength = std::min<ULONG>(usageLength, kMaxButtons);
for (unsigned i = 0; i < usageLength; i++) {
buttons[usages[i] - 1] = true;
}
if (gamepad->hasDpad) {
// Get d-pad position as 4 buttons.
ULONG value;
if (mHID.mHidP_GetUsageValue(HidP_Input, gamepad->dpadCaps.UsagePage, 0, gamepad->dpadCaps.Range.UsageMin, &value, parsed, (PCHAR)raw->data.hid.bRawData, raw->data.hid.dwSizeHid) == HIDP_STATUS_SUCCESS) {
UnpackDpad(static_cast<LONG>(value), gamepad, buttons);
}
}
for (unsigned i = 0; i < gamepad->numButtons; i++) {
if (gamepad->buttons[i] != buttons[i]) {
NewButtonEvent(gamepad->id, i, buttons[i]);
gamepad->buttons[i] = buttons[i];
}
}
// Get all axis values.
for (unsigned i = 0; i < gamepad->numAxes; i++) {
double new_value;
if (gamepad->axes[i].caps.LogicalMin < 0) {
LONG value;
if (mHID.mHidP_GetScaledUsageValue(HidP_Input, gamepad->axes[i].caps.UsagePage,
0, gamepad->axes[i].caps.Range.UsageMin,
&value, parsed,
(PCHAR)raw->data.hid.bRawData,
raw->data.hid.dwSizeHid)
!= HIDP_STATUS_SUCCESS) {
continue;
}
new_value = ScaleAxis(value, gamepad->axes[i].caps.LogicalMin,
gamepad->axes[i].caps.LogicalMax);
}
else {
ULONG value;
if (mHID.mHidP_GetUsageValue(HidP_Input, gamepad->axes[i].caps.UsagePage, 0,
gamepad->axes[i].caps.Range.UsageMin, &value,
parsed, (PCHAR)raw->data.hid.bRawData,
raw->data.hid.dwSizeHid) != HIDP_STATUS_SUCCESS) {
continue;
}
new_value = ScaleAxis(value, gamepad->axes[i].caps.LogicalMin,
gamepad->axes[i].caps.LogicalMax);
}
if (gamepad->axes[i].value != new_value) {
NewAxisMoveEvent(gamepad->id, i, new_value);
gamepad->axes[i].value = new_value;
}
}
return true;
}
void
WindowsGamepadService::Startup()
{
ScanForDevices();
}
void
WindowsGamepadService::Shutdown()
{
Cleanup();
}
void
WindowsGamepadService::Cleanup()
{
if (mXInputPollTimer) {
mXInputPollTimer->Cancel();
}
mGamepads.Clear();
}
void
WindowsGamepadService::DevicesChanged(DeviceChangeType type)
{
if (type == DeviceChangeNotification) {
mObserver->SetDeviceChangeTimer();
} else if (type == DeviceChangeStable) {
ScanForDevices();
}
}
NS_IMETHODIMP
Observer::Observe(nsISupports* aSubject,
const char* aTopic,
const char16_t* aData)
{
if (strcmp(aTopic, "timer-callback") == 0) {
mSvc.DevicesChanged(WindowsGamepadService::DeviceChangeStable);
} else if (strcmp(aTopic, NS_XPCOM_WILL_SHUTDOWN_OBSERVER_ID) == 0) {
Stop();
}
return NS_OK;
}
HWND sHWnd = nullptr;
bool
RegisterRawInput(HWND hwnd, bool enable)
{
nsTArray<RAWINPUTDEVICE> rid(ArrayLength(kUsagePages));
rid.SetLength(ArrayLength(kUsagePages));
for (unsigned i = 0; i < rid.Length(); i++) {
rid[i].usUsagePage = kUsagePages[i].usagePage;
rid[i].usUsage = kUsagePages[i].usage;
rid[i].dwFlags =
enable ? RIDEV_EXINPUTSINK | RIDEV_DEVNOTIFY : RIDEV_REMOVE;
rid[i].hwndTarget = hwnd;
}
if (!RegisterRawInputDevices(rid.Elements(), rid.Length(),
sizeof(RAWINPUTDEVICE))) {
return false;
}
return true;
}
static
LRESULT CALLBACK
GamepadWindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
const unsigned int DBT_DEVICEARRIVAL = 0x8000;
const unsigned int DBT_DEVICEREMOVECOMPLETE = 0x8004;
const unsigned int DBT_DEVNODES_CHANGED = 0x7;
switch (msg) {
case WM_DEVICECHANGE:
if (wParam == DBT_DEVICEARRIVAL ||
wParam == DBT_DEVICEREMOVECOMPLETE ||
wParam == DBT_DEVNODES_CHANGED) {
if (gService) {
gService->DevicesChanged(WindowsGamepadService::DeviceChangeNotification);
}
}
break;
case WM_INPUT:
if (gService) {
gService->HandleRawInput(reinterpret_cast<HRAWINPUT>(lParam));
}
break;
}
return DefWindowProc(hwnd, msg, wParam, lParam);
}
} // namespace
namespace mozilla {
namespace dom {
void StartGamepadMonitoring()
{
if (gService) {
return;
}
gService = new WindowsGamepadService();
gService->Startup();
if (sHWnd == nullptr) {
WNDCLASSW wc;
HMODULE hSelf = GetModuleHandle(nullptr);
if (!GetClassInfoW(hSelf, L"MozillaGamepadClass", &wc)) {
ZeroMemory(&wc, sizeof(WNDCLASSW));
wc.hInstance = hSelf;
wc.lpfnWndProc = GamepadWindowProc;
wc.lpszClassName = L"MozillaGamepadClass";
RegisterClassW(&wc);
}
sHWnd = CreateWindowW(L"MozillaGamepadClass", L"Gamepad Watcher",
0, 0, 0, 0, 0,
nullptr, nullptr, hSelf, nullptr);
RegisterRawInput(sHWnd, true);
}
}
void StopGamepadMonitoring()
{
if (!gService) {
return;
}
if (sHWnd) {
RegisterRawInput(sHWnd, false);
DestroyWindow(sHWnd);
sHWnd = nullptr;
}
gService->Shutdown();
delete gService;
gService = nullptr;
}
} // namespace dom
} // namespace mozilla