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

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C++

/* -*- 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 "nsITimer.h"
#include "nsTArray.h"
#include "nsThreadUtils.h"
#include "mozilla/ArrayUtils.h"
#include "mozilla/ipc/BackgroundParent.h"
#include "mozilla/dom/GamepadPlatformService.h"
namespace {
using namespace mozilla;
using namespace mozilla::dom;
using mozilla::ArrayLength;
// USB HID usage tables, page 1, 0x30 = X
const uint32_t kAxisMinimumUsageNumber = 0x30;
// USB HID usage tables, page 1 (Hat switch)
const uint32_t kDpadMinimumUsageNumber = 0x39;
const uint32_t kAxesLengthCap = 16;
// USB HID usage tables
const uint32_t kDesktopUsagePage = 0x1;
const uint32_t kGameControlsUsagePage = 0x5;
const uint32_t kButtonUsagePage = 0x9;
// 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;
// Both DirectInput and XInput are polling-driven here,
// so we need to poll it periodically.
// 50ms is arbitrarily chosen.
const uint32_t kWindowsGamepadPollInterval = 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;
// This pointer holds a windows gamepad backend service,
// it will be created and destroyed by background thread and
// used by gMonitorThread
WindowsGamepadService* MOZ_NON_OWNING_REF gService = nullptr;
nsCOMPtr<nsIThread> gMonitorThread = nullptr;
static bool sIsShutdown = false;
class Gamepad {
public:
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;
nsTArray<bool> buttons;
struct axisValue {
HIDP_VALUE_CAPS caps;
double value;
bool active;
axisValue() : value(0.0f), active(false) {}
explicit axisValue(const HIDP_VALUE_CAPS& aCaps)
: caps(aCaps), value(0.0f), active(true) {}
};
nsTArray<axisValue> axes;
RefPtr<GamepadRemapper> remapper;
// Used during rescan to find devices that were disconnected.
bool present;
Gamepad(uint32_t aNumAxes, uint32_t aNumButtons, GamepadType aType)
: type(aType), numAxes(aNumAxes), numButtons(aNumButtons), present(true) {
buttons.SetLength(numButtons);
axes.SetLength(numAxes);
}
private:
Gamepad() {}
};
// 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), mXInputGetState(nullptr), mXInputEnable(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);
}
}
explicit 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;
}
/*
* 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 HIDLoader {
public:
HIDLoader()
: mHidD_GetProductString(nullptr),
mHidP_GetCaps(nullptr),
mHidP_GetButtonCaps(nullptr),
mHidP_GetValueCaps(nullptr),
mHidP_GetUsages(nullptr),
mHidP_GetUsageValue(nullptr),
mHidP_GetScaledUsageValue(nullptr),
mModule(LoadLibraryW(L"hid.dll")) {
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);
}
}
explicit 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;
};
HWND sHWnd = nullptr;
static void DirectInputMessageLoopOnceCallback(nsITimer* aTimer,
void* aClosure) {
MOZ_ASSERT(NS_GetCurrentThread() == gMonitorThread);
MSG msg;
while (PeekMessageW(&msg, sHWnd, 0, 0, PM_REMOVE) > 0) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
aTimer->Cancel();
if (!sIsShutdown) {
aTimer->InitWithNamedFuncCallback(DirectInputMessageLoopOnceCallback,
nullptr, kWindowsGamepadPollInterval,
nsITimer::TYPE_ONE_SHOT,
"DirectInputMessageLoopOnceCallback");
}
}
class WindowsGamepadService {
public:
WindowsGamepadService() {
mDirectInputTimer = NS_NewTimer();
mXInputTimer = NS_NewTimer();
mDeviceChangeTimer = NS_NewTimer();
}
virtual ~WindowsGamepadService() { Cleanup(); }
void DevicesChanged(bool aIsStablizing);
void StartMessageLoop() {
MOZ_ASSERT(mDirectInputTimer);
mDirectInputTimer->InitWithNamedFuncCallback(
DirectInputMessageLoopOnceCallback, nullptr,
kWindowsGamepadPollInterval, nsITimer::TYPE_ONE_SHOT,
"DirectInputMessageLoopOnceCallback");
}
void Startup();
void Shutdown();
// Parse gamepad input from a WM_INPUT message.
bool HandleRawInput(HRAWINPUT handle);
void SetLightIndicatorColor(uint32_t aControllerIdx, uint32_t aLightIndex,
uint8_t aRed, uint8_t aGreen, uint8_t aBlue);
size_t WriteOutputReport(const std::vector<uint8_t>& aReport);
static void XInputMessageLoopOnceCallback(nsITimer* aTimer, void* aClosure);
static void DevicesChangeCallback(nsITimer* aTimer, void* aService);
private:
void ScanForDevices();
// Look for connected raw input devices.
void ScanForRawInputDevices();
// Look for connected XInput devices.
bool ScanForXInputDevices();
bool HaveXInputGamepad(unsigned int userIndex);
bool mIsXInputMonitoring;
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;
HIDLoader mHID;
nsAutoHandle mHidHandle;
XInputLoader mXInput;
nsCOMPtr<nsITimer> mDirectInputTimer;
nsCOMPtr<nsITimer> mXInputTimer;
nsCOMPtr<nsITimer> mDeviceChangeTimer;
};
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);
}
}
}
// static
void WindowsGamepadService::XInputMessageLoopOnceCallback(nsITimer* aTimer,
void* aService) {
MOZ_ASSERT(aService);
WindowsGamepadService* self = static_cast<WindowsGamepadService*>(aService);
self->PollXInput();
if (self->mIsXInputMonitoring) {
aTimer->Cancel();
aTimer->InitWithNamedFuncCallback(
XInputMessageLoopOnceCallback, self, kWindowsGamepadPollInterval,
nsITimer::TYPE_ONE_SHOT, "XInputMessageLoopOnceCallback");
}
}
// static
void WindowsGamepadService::DevicesChangeCallback(nsITimer* aTimer,
void* aService) {
MOZ_ASSERT(aService);
WindowsGamepadService* self = static_cast<WindowsGamepadService*>(aService);
self->DevicesChanged(false);
}
bool WindowsGamepadService::HaveXInputGamepad(unsigned 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;
RefPtr<GamepadPlatformService> service =
GamepadPlatformService::GetParentService();
if (!service) {
return found;
}
for (unsigned 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(kStandardGamepadAxes, kStandardGamepadButtons,
kXInputGamepad);
gamepad.userIndex = i;
gamepad.state = state;
gamepad.id = service->AddGamepad(
"xinput", GamepadMappingType::Standard, GamepadHand::_empty,
kStandardGamepadButtons, kStandardGamepadAxes, 0, 0,
0); // TODO: Bug 680289, implement gamepad haptics for Windows.
mGamepads.AppendElement(std::move(gamepad));
}
return found;
}
void WindowsGamepadService::ScanForDevices() {
RefPtr<GamepadPlatformService> service =
GamepadPlatformService::GetParentService();
if (!service) {
return;
}
for (int i = mGamepads.Length() - 1; i >= 0; i--) {
mGamepads[i].present = false;
}
if (mHID) {
ScanForRawInputDevices();
}
if (mXInput) {
mXInputTimer->Cancel();
if (ScanForXInputDevices()) {
mIsXInputMonitoring = true;
mXInputTimer->InitWithNamedFuncCallback(
XInputMessageLoopOnceCallback, this, kWindowsGamepadPollInterval,
nsITimer::TYPE_ONE_SHOT, "XInputMessageLoopOnceCallback");
} else {
mIsXInputMonitoring = false;
}
}
// Look for devices that are no longer present and remove them.
for (int i = mGamepads.Length() - 1; i >= 0; i--) {
if (!mGamepads[i].present) {
service->RemoveGamepad(mGamepads[i].id);
mGamepads.RemoveElementAt(i);
}
}
}
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) {
RefPtr<GamepadPlatformService> service =
GamepadPlatformService::GetParentService();
if (!service) {
return;
}
// 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
service->NewButtonEvent(gamepad.id, kXIButtonMap[b].mapped, true);
} else if (!(state.Gamepad.wButtons & kXIButtonMap[b].button) &&
gamepad.state.Gamepad.wButtons & kXIButtonMap[b].button) {
// Button released
service->NewButtonEvent(gamepad.id, kXIButtonMap[b].mapped, false);
}
}
// Then triggers
if (state.Gamepad.bLeftTrigger != gamepad.state.Gamepad.bLeftTrigger) {
const bool pressed =
state.Gamepad.bLeftTrigger >= XINPUT_GAMEPAD_TRIGGER_THRESHOLD;
service->NewButtonEvent(gamepad.id, kButtonLeftTrigger, pressed,
state.Gamepad.bLeftTrigger / 255.0);
}
if (state.Gamepad.bRightTrigger != gamepad.state.Gamepad.bRightTrigger) {
const bool pressed =
state.Gamepad.bRightTrigger >= XINPUT_GAMEPAD_TRIGGER_THRESHOLD;
service->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) {
const float div = state.Gamepad.sThumbLX > 0 ? 32767.0 : 32768.0;
service->NewAxisMoveEvent(gamepad.id, kLeftStickXAxis,
state.Gamepad.sThumbLX / div);
}
if (state.Gamepad.sThumbLY != gamepad.state.Gamepad.sThumbLY) {
const float div = state.Gamepad.sThumbLY > 0 ? 32767.0 : 32768.0;
service->NewAxisMoveEvent(gamepad.id, kLeftStickYAxis,
-1.0 * state.Gamepad.sThumbLY / div);
}
if (state.Gamepad.sThumbRX != gamepad.state.Gamepad.sThumbRX) {
const float div = state.Gamepad.sThumbRX > 0 ? 32767.0 : 32768.0;
service->NewAxisMoveEvent(gamepad.id, kRightStickXAxis,
state.Gamepad.sThumbRX / div);
}
if (state.Gamepad.sThumbRY != gamepad.state.Gamepad.sThumbRY) {
const float div = state.Gamepad.sThumbRY > 0 ? 32767.0 : 32768.0;
service->NewAxisMoveEvent(gamepad.id, kRightStickYAxis,
-1.0 * state.Gamepad.sThumbRY / div);
}
gamepad.state = state;
}
// Used to sort a list of axes by HID usage.
class HidValueComparator {
public:
bool Equals(const Gamepad::axisValue& c1,
const Gamepad::axisValue& c2) const {
return c1.caps.UsagePage == c2.caps.UsagePage &&
c1.caps.Range.UsageMin == c2.caps.Range.UsageMin;
}
bool LessThan(const Gamepad::axisValue& c1,
const Gamepad::axisValue& c2) const {
if (c1.caps.UsagePage == c2.caps.UsagePage) {
return c1.caps.Range.UsageMin < c2.caps.Range.UsageMin;
}
return c1.caps.UsagePage < c2.caps.UsagePage;
}
};
// GetRawGamepad() processes its raw data from HID and
// then trying to remapping buttons and axes based on
// the mapping rules that are defined for different gamepad products.
bool WindowsGamepadService::GetRawGamepad(HANDLE handle) {
RefPtr<GamepadPlatformService> service =
GamepadPlatformService::GetParentService();
if (!service) {
return true;
}
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;
}
// 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;
// Creating this file with FILE_FLAG_OVERLAPPED to perform
// an asynchronous request in WriteOutputReport.
mHidHandle.own(CreateFile(devname.Elements(), GENERIC_READ | GENERIC_WRITE,
FILE_SHARE_READ | FILE_SHARE_WRITE, nullptr,
OPEN_EXISTING, FILE_FLAG_OVERLAPPED, nullptr));
if (mHidHandle != INVALID_HANDLE_VALUE) {
if (mHID.mHidD_GetProductString(mHidHandle, &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);
}
}
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;
}
uint32_t numButtons = 0;
for (unsigned i = 0; i < count; i++) {
// Each buttonCaps is typically a range of buttons.
numButtons +=
buttonCaps[i].Range.UsageMax - buttonCaps[i].Range.UsageMin + 1;
}
// Enumerate value caps, which represent axes and d-pads.
count = caps.NumberInputValueCaps;
nsTArray<HIDP_VALUE_CAPS> axisCaps(count);
axisCaps.SetLength(count);
if (mHID.mHidP_GetValueCaps(HidP_Input, axisCaps.Elements(), &count,
parsed) != HIDP_STATUS_SUCCESS) {
return false;
}
size_t numAxes = 0;
nsTArray<Gamepad::axisValue> axes(kAxesLengthCap);
// We store these value caps and handle the dpad info in GamepadRemapper
// later.
axes.SetLength(kAxesLengthCap);
// Looking for the exisiting ramapping rule.
bool defaultRemapper = false;
RefPtr<GamepadRemapper> remapper = GetGamepadRemapper(
rdi.hid.dwVendorId, rdi.hid.dwProductId, defaultRemapper);
MOZ_ASSERT(remapper);
for (size_t i = 0; i < count; i++) {
const size_t axisIndex =
axisCaps[i].Range.UsageMin - kAxisMinimumUsageNumber;
if (axisIndex < kAxesLengthCap && !axes[axisIndex].active) {
axes[axisIndex].caps = axisCaps[i];
axes[axisIndex].active = true;
numAxes = std::max(numAxes, axisIndex + 1);
}
}
// Not already present, add it.
remapper->SetAxisCount(numAxes);
remapper->SetButtonCount(numButtons);
Gamepad gamepad(numAxes, numButtons, kRawInputGamepad);
gamepad.handle = handle;
for (unsigned i = 0; i < gamepad.numAxes; i++) {
gamepad.axes[i] = axes[i];
}
gamepad.remapper = remapper.forget();
// TODO: Bug 680289, implement gamepad haptics for Windows.
gamepad.id = service->AddGamepad(
gamepad_id, gamepad.remapper->GetMappingType(), GamepadHand::_empty,
gamepad.remapper->GetButtonCount(), gamepad.remapper->GetAxisCount(), 0,
gamepad.remapper->GetLightIndicatorCount(),
gamepad.remapper->GetTouchEventCount());
nsTArray<GamepadLightIndicatorType> lightTypes;
gamepad.remapper->GetLightIndicators(lightTypes);
for (uint32_t i = 0; i < lightTypes.Length(); ++i) {
if (lightTypes[i] != GamepadLightIndicator::DefaultType()) {
service->NewLightIndicatorTypeEvent(gamepad.id, i, lightTypes[i]);
}
}
mGamepads.AppendElement(std::move(gamepad));
return true;
}
bool WindowsGamepadService::HandleRawInput(HRAWINPUT handle) {
if (!mHID) {
return false;
}
RefPtr<GamepadPlatformService> service =
GamepadPlatformService::GetParentService();
if (!service) {
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;
}
nsTArray<bool> buttons(gamepad->numButtons);
buttons.SetLength(gamepad->numButtons);
// If we don't zero out the buttons array first, sometimes it can reuse
// values.
memset(buttons.Elements(), 0, gamepad->numButtons * sizeof(bool));
for (unsigned i = 0; i < usageLength; i++) {
// The button index in usages may be larger than what we detected when
// enumerating gamepads. If so, warn and continue.
//
// Usage ID of 0 is reserved, so it should always be 1 or higher.
if (NS_WARN_IF((usages[i] - 1u) >= buttons.Length())) {
continue;
}
buttons[usages[i] - 1u] = true;
}
for (unsigned i = 0; i < gamepad->numButtons; i++) {
if (gamepad->buttons[i] != buttons[i]) {
gamepad->remapper->RemapButtonEvent(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) {
gamepad->remapper->RemapAxisMoveEvent(gamepad->id, i, new_value);
gamepad->axes[i].value = new_value;
}
}
BYTE* rawData = raw->data.hid.bRawData;
gamepad->remapper->ProcessTouchData(gamepad->id, rawData);
return true;
}
void WindowsGamepadService::SetLightIndicatorColor(uint32_t aControllerIdx,
uint32_t aLightColorIndex,
uint8_t aRed, uint8_t aGreen,
uint8_t aBlue) {
// We get aControllerIdx from GamepadPlatformService::AddGamepad(),
// It begins from 1 and is stored at Gamepad.id.
const Gamepad* gamepad = nullptr;
for (const auto& pad : mGamepads) {
if (pad.id == aControllerIdx) {
gamepad = &pad;
break;
}
}
if (!gamepad) {
MOZ_ASSERT(false);
return;
}
RefPtr<GamepadRemapper> remapper = gamepad->remapper;
if (!remapper || remapper->GetLightIndicatorCount() <= aLightColorIndex) {
MOZ_ASSERT(false);
return;
}
std::vector<uint8_t> report;
remapper->GetLightColorReport(aRed, aGreen, aBlue, report);
WriteOutputReport(report);
}
size_t WindowsGamepadService::WriteOutputReport(
const std::vector<uint8_t>& aReport) {
DCHECK(static_cast<const void*>(aReport.data()));
DCHECK_GE(aReport.size(), 1U);
if (!mHidHandle) return 0;
nsAutoHandle eventHandle(::CreateEvent(nullptr, FALSE, FALSE, nullptr));
OVERLAPPED overlapped = {0};
overlapped.hEvent = eventHandle;
// Doing an asynchronous write to allows us to time out
// if the write takes too long.
DWORD bytesWritten = 0;
BOOL writeSuccess =
::WriteFile(mHidHandle, static_cast<const void*>(aReport.data()),
aReport.size(), &bytesWritten, &overlapped);
if (!writeSuccess) {
DWORD error = ::GetLastError();
if (error == ERROR_IO_PENDING) {
// Wait for the write to complete. This causes WriteOutputReport to behave
// synchronously but with a timeout.
DWORD wait_object = ::WaitForSingleObject(overlapped.hEvent, 100);
if (wait_object == WAIT_OBJECT_0) {
if (!::GetOverlappedResult(mHidHandle, &overlapped, &bytesWritten,
TRUE)) {
return 0;
}
} else {
// Wait failed, or the timeout was exceeded before the write completed.
// Cancel the write request.
if (::CancelIo(mHidHandle)) {
wait_object = ::WaitForSingleObject(overlapped.hEvent, INFINITE);
MOZ_ASSERT(wait_object == WAIT_OBJECT_0);
}
}
}
}
return writeSuccess ? bytesWritten : 0;
}
void WindowsGamepadService::Startup() { ScanForDevices(); }
void WindowsGamepadService::Shutdown() { Cleanup(); }
void WindowsGamepadService::Cleanup() {
mIsXInputMonitoring = false;
if (mDirectInputTimer) {
mDirectInputTimer->Cancel();
}
if (mXInputTimer) {
mXInputTimer->Cancel();
}
if (mDeviceChangeTimer) {
mDeviceChangeTimer->Cancel();
}
mGamepads.Clear();
}
void WindowsGamepadService::DevicesChanged(bool aIsStablizing) {
if (aIsStablizing) {
mDeviceChangeTimer->Cancel();
mDeviceChangeTimer->InitWithNamedFuncCallback(
DevicesChangeCallback, this, kDevicesChangedStableDelay,
nsITimer::TYPE_ONE_SHOT, "DevicesChangeCallback");
} else {
ScanForDevices();
}
}
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(true);
}
}
break;
case WM_INPUT:
if (gService) {
gService->HandleRawInput(reinterpret_cast<HRAWINPUT>(lParam));
}
break;
}
return DefWindowProc(hwnd, msg, wParam, lParam);
}
class StartWindowsGamepadServiceRunnable final : public Runnable {
public:
StartWindowsGamepadServiceRunnable()
: Runnable("StartWindowsGamepadServiceRunnable") {}
NS_IMETHOD Run() override {
MOZ_ASSERT(NS_GetCurrentThread() == gMonitorThread);
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);
}
// Explicitly start the message loop
gService->StartMessageLoop();
return NS_OK;
}
private:
~StartWindowsGamepadServiceRunnable() {}
};
class StopWindowsGamepadServiceRunnable final : public Runnable {
public:
StopWindowsGamepadServiceRunnable()
: Runnable("StopWindowsGamepadServiceRunnable") {}
NS_IMETHOD Run() override {
MOZ_ASSERT(NS_GetCurrentThread() == gMonitorThread);
if (sHWnd) {
RegisterRawInput(sHWnd, false);
DestroyWindow(sHWnd);
sHWnd = nullptr;
}
gService->Shutdown();
delete gService;
gService = nullptr;
return NS_OK;
}
private:
~StopWindowsGamepadServiceRunnable() {}
};
} // namespace
namespace mozilla {
namespace dom {
using namespace mozilla::ipc;
void StartGamepadMonitoring() {
AssertIsOnBackgroundThread();
if (gMonitorThread || gService) {
return;
}
sIsShutdown = false;
NS_NewNamedThread("Gamepad", getter_AddRefs(gMonitorThread));
gMonitorThread->Dispatch(new StartWindowsGamepadServiceRunnable(),
NS_DISPATCH_NORMAL);
}
void StopGamepadMonitoring() {
AssertIsOnBackgroundThread();
if (sIsShutdown) {
return;
}
sIsShutdown = true;
gMonitorThread->Dispatch(new StopWindowsGamepadServiceRunnable(),
NS_DISPATCH_NORMAL);
gMonitorThread->Shutdown();
gMonitorThread = nullptr;
}
void SetGamepadLightIndicatorColor(uint32_t aControllerIdx,
uint32_t aLightColorIndex, uint8_t aRed,
uint8_t aGreen, uint8_t aBlue) {
MOZ_ASSERT(gService);
if (!gService) {
return;
}
gService->SetLightIndicatorColor(aControllerIdx, aLightColorIndex, aRed,
aGreen, aBlue);
}
} // namespace dom
} // namespace mozilla