1// Copyright (c) 2012 The Chromium Authors. All rights reserved.
2// Use of this source code is governed by a BSD-style license that can be
3// found in the LICENSE file.
4
5#ifndef CONTENT_BROWSER_GAMEPAD_GAMEPAD_PLATFORM_DATA_FETCHER_WIN_H_
6#define CONTENT_BROWSER_GAMEPAD_GAMEPAD_PLATFORM_DATA_FETCHER_WIN_H_
7
8#include "build/build_config.h"
9
10#ifndef WIN32_LEAN_AND_MEAN
11#define WIN32_LEAN_AND_MEAN
12#endif
13#define DIRECTINPUT_VERSION 0x0800
14#include <dinput.h>
15#include <stdlib.h>
16#include <Unknwn.h>
17#include <WinDef.h>
18#include <windows.h>
19#include <XInput.h>
20
21#include "base/basictypes.h"
22#include "base/compiler_specific.h"
23#include "base/scoped_native_library.h"
24#include "content/browser/gamepad/gamepad_data_fetcher.h"
25#include "content/browser/gamepad/gamepad_standard_mappings.h"
26#include "third_party/WebKit/public/platform/WebGamepads.h"
27
28namespace content {
29
30class GamepadPlatformDataFetcherWin : public GamepadDataFetcher {
31 public:
32  GamepadPlatformDataFetcherWin();
33  virtual ~GamepadPlatformDataFetcherWin();
34  virtual void GetGamepadData(WebKit::WebGamepads* pads,
35                              bool devices_changed_hint) OVERRIDE;
36 private:
37  // XInput-specific implementation for GetGamepadData.
38  bool GetXInputGamepadData(WebKit::WebGamepads* pads,
39                            bool devices_changed_hint);
40  bool GetDirectInputGamepadData(WebKit::WebGamepads* pads,
41                                 bool devices_changed_hint);
42
43  // The three function types we use from xinput1_3.dll.
44  typedef void (WINAPI *XInputEnableFunc)(BOOL enable);
45  typedef DWORD (WINAPI *XInputGetCapabilitiesFunc)(
46    DWORD dwUserIndex, DWORD dwFlags, XINPUT_CAPABILITIES* pCapabilities);
47  typedef DWORD (WINAPI *XInputGetStateFunc)(
48      DWORD dwUserIndex, XINPUT_STATE* pState);
49
50  // Get functions from dynamically loaded xinput1_3.dll. We don't use
51  // DELAYLOAD because the import library for Win8 SDK pulls xinput1_4 which
52  // isn't redistributable. Returns true if loading was successful. We include
53  // xinput1_3.dll with Chrome.
54  bool GetXInputDllFunctions();
55
56  // Scan for connected XInput and DirectInput gamepads.
57  void EnumerateDevices(WebKit::WebGamepads* pads);
58  bool GetXInputPadConnectivity(int i, WebKit::WebGamepad* pad) const;
59
60  void GetXInputPadData(int i, WebKit::WebGamepad* pad);
61  void GetDirectInputPadData(int i, WebKit::WebGamepad* pad);
62
63  int FirstAvailableGamepadId() const;
64  bool HasXInputGamepad(int index) const;
65  bool HasDirectInputGamepad(const GUID &guid) const;
66
67  base::ScopedNativeLibrary xinput_dll_;
68  bool xinput_available_;
69  bool directinput_available_;
70
71  // Function pointers to XInput functionality, retrieved in
72  // |GetXinputDllFunctions|.
73  XInputEnableFunc xinput_enable_;
74  XInputGetCapabilitiesFunc xinput_get_capabilities_;
75  XInputGetStateFunc xinput_get_state_;
76
77  IDirectInput8* directinput_interface_;
78
79  enum PadConnectionStatus {
80    DISCONNECTED,
81    XINPUT_CONNECTED,
82    DIRECTINPUT_CONNECTED
83  };
84
85  struct PadState {
86    PadConnectionStatus status;
87    int xinput_index;  // XInput-only.
88    // Fields below are for DirectInput devices only.
89    GUID guid;
90    IDirectInputDevice8* directinput_gamepad;
91    GamepadStandardMappingFunction mapper;
92  };
93  PadState pad_state_[WebKit::WebGamepads::itemsLengthCap];
94
95  DISALLOW_COPY_AND_ASSIGN(GamepadPlatformDataFetcherWin);
96};
97
98}  // namespace content
99
100#endif  // CONTENT_BROWSER_GAMEPAD_GAMEPAD_PLATFORM_DATA_FETCHER_WIN_H_
101