- add sources.
[platform/framework/web/crosswalk.git] / src / content / browser / gamepad / gamepad_platform_data_fetcher_win.h
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
28 namespace content {
29
30 class 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_