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diff --git a/dom/gamepad/windows/WindowsGamepad.cpp b/dom/gamepad/windows/WindowsGamepad.cpp
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+++ b/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 "nsITimer.h"
+#include "nsTArray.h"
+#include "nsThreadUtils.h"
+
+#include "mozilla/ArrayUtils.h"
+#include "mozilla/Services.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 (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;
+
+// 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;
+ bool hasDpad;
+ HIDP_VALUE_CAPS dpadCaps;
+
+ nsTArray<bool> buttons;
+ struct axisValue {
+ HIDP_VALUE_CAPS caps;
+ double value;
+ };
+ nsTArray<axisValue> axes;
+
+ // Used during rescan to find devices that were disconnected.
+ bool present;
+
+ Gamepad(uint32_t aNumAxes,
+ uint32_t aNumButtons,
+ bool aHasDpad,
+ GamepadType aType) :
+ numAxes(aNumAxes),
+ numButtons(aNumButtons),
+ hasDpad(aHasDpad),
+ type(aType),
+ 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),
+ 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, nsTArray<bool>& buttons)
+{
+ 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 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;
+};
+
+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->InitWithFuncCallback(DirectInputMessageLoopOnceCallback,
+ nullptr, kWindowsGamepadPollInterval,
+ nsITimer::TYPE_ONE_SHOT);
+ }
+}
+
+class WindowsGamepadService
+{
+ public:
+ WindowsGamepadService()
+ {
+ mDirectInputTimer = do_CreateInstance("@mozilla.org/timer;1");
+ mXInputTimer = do_CreateInstance("@mozilla.org/timer;1");
+ mDeviceChangeTimer = do_CreateInstance("@mozilla.org/timer;1");
+ }
+ virtual ~WindowsGamepadService()
+ {
+ Cleanup();
+ }
+
+ void DevicesChanged(bool aIsStablizing);
+
+ void StartMessageLoop()
+ {
+ MOZ_ASSERT(mDirectInputTimer);
+ mDirectInputTimer->InitWithFuncCallback(DirectInputMessageLoopOnceCallback,
+ nullptr, kWindowsGamepadPollInterval,
+ nsITimer::TYPE_ONE_SHOT);
+ }
+
+ void Startup();
+ void Shutdown();
+ // Parse gamepad input from a WM_INPUT message.
+ bool HandleRawInput(HRAWINPUT handle);
+
+ 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(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;
+ 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->InitWithFuncCallback(XInputMessageLoopOnceCallback, self,
+ kWindowsGamepadPollInterval, nsITimer::TYPE_ONE_SHOT);
+ }
+}
+
+// static
+void
+WindowsGamepadService::DevicesChangeCallback(nsITimer *aTimer, void* aService)
+{
+ MOZ_ASSERT(aService);
+ WindowsGamepadService* self = static_cast<WindowsGamepadService*>(aService);
+ self->DevicesChanged(false);
+}
+
+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;
+ RefPtr<GamepadPlatformService> service =
+ GamepadPlatformService::GetParentService();
+ if (!service) {
+ return found;
+ }
+
+ 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(kStandardGamepadAxes,
+ kStandardGamepadButtons,
+ true,
+ kXInputGamepad);
+ gamepad.userIndex = i;
+ gamepad.state = state;
+ gamepad.id = service->AddGamepad("xinput",
+ GamepadMappingType::Standard,
+ kStandardGamepadButtons,
+ kStandardGamepadAxes);
+ mGamepads.AppendElement(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->InitWithFuncCallback(XInputMessageLoopOnceCallback, this,
+ kWindowsGamepadPollInterval,
+ nsITimer::TYPE_ONE_SHOT);
+ } 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) {
+ 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) {
+ 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) {
+ service->NewAxisMoveEvent(gamepad.id, kLeftStickXAxis,
+ state.Gamepad.sThumbLX / 32767.0);
+ }
+ if (state.Gamepad.sThumbLY != gamepad.state.Gamepad.sThumbLY) {
+ service->NewAxisMoveEvent(gamepad.id, kLeftStickYAxis,
+ -1.0 * state.Gamepad.sThumbLY / 32767.0);
+ }
+ if (state.Gamepad.sThumbRX != gamepad.state.Gamepad.sThumbRX) {
+ service->NewAxisMoveEvent(gamepad.id, kRightStickXAxis,
+ state.Gamepad.sThumbRX / 32767.0);
+ }
+ if (state.Gamepad.sThumbRY != gamepad.state.Gamepad.sThumbRY) {
+ service->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)
+{
+ 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;
+ 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;
+ }
+ 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> 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.
+ bool hasDpad;
+ HIDP_VALUE_CAPS dpadCaps;
+
+ 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) {
+ // d-pad gets special handling.
+ // Ostensibly HID devices can expose multiple d-pads, but this
+ // doesn't happen in practice.
+ hasDpad = true;
+ dpadCaps = valueCaps[i];
+ // Expose d-pad as 4 additional buttons.
+ numButtons += 4;
+ } else {
+ axes.InsertElementSorted(valueCaps[i], comparator);
+ }
+ }
+
+ uint32_t numAxes = axes.Length();
+
+ // Not already present, add it.
+ Gamepad gamepad(numAxes,
+ numButtons,
+ true,
+ kRawInputGamepad);
+
+ gamepad.handle = handle;
+
+ for (unsigned i = 0; i < gamepad.numAxes; i++) {
+ gamepad.axes[i].caps = axes[i];
+ }
+
+ gamepad.id = service->AddGamepad(gamepad_id,
+ GamepadMappingType::_empty,
+ gamepad.numButtons,
+ gamepad.numAxes);
+ mGamepads.AppendElement(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++) {
+ 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]) {
+ service->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) {
+ service->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()
+{
+ 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->InitWithFuncCallback(DevicesChangeCallback, this,
+ kDevicesChangedStableDelay,
+ nsITimer::TYPE_ONE_SHOT);
+ } 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() {}
+
+ 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() {}
+
+ 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_NewThread(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;
+}
+
+} // namespace dom
+} // namespace mozilla