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gamepad_platform_data_fetcher_mac.mm
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gamepad_platform_data_fetcher_mac.mm
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// Copyright (c) 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "device/gamepad/gamepad_platform_data_fetcher_mac.h"
#include <stdint.h>
#include <string.h>
#include "base/mac/foundation_util.h"
#include "base/mac/scoped_nsobject.h"
#include "base/sequenced_task_runner.h"
#include "base/strings/sys_string_conversions.h"
#include "base/time/time.h"
#include "device/gamepad/gamepad_blocklist.h"
#include "device/gamepad/gamepad_device_mac.h"
#include "device/gamepad/gamepad_id_list.h"
#include "device/gamepad/gamepad_uma.h"
#include "device/gamepad/nintendo_controller.h"
#import <Foundation/Foundation.h>
#include <IOKit/hid/IOHIDKeys.h>
namespace device {
namespace {
// http://www.usb.org/developers/hidpage
const uint16_t kGenericDesktopUsagePage = 0x01;
const uint16_t kJoystickUsageNumber = 0x04;
const uint16_t kGameUsageNumber = 0x05;
const uint16_t kMultiAxisUsageNumber = 0x08;
NSDictionary* DeviceMatching(uint32_t usage_page, uint32_t usage) {
return [NSDictionary
dictionaryWithObjectsAndKeys:[NSNumber numberWithUnsignedInt:usage_page],
base::mac::CFToNSCast(
CFSTR(kIOHIDDeviceUsagePageKey)),
[NSNumber numberWithUnsignedInt:usage],
base::mac::CFToNSCast(
CFSTR(kIOHIDDeviceUsageKey)),
nil];
}
} // namespace
GamepadPlatformDataFetcherMac::GamepadPlatformDataFetcherMac() = default;
GamepadSource GamepadPlatformDataFetcherMac::source() {
return Factory::static_source();
}
void GamepadPlatformDataFetcherMac::OnAddedToProvider() {
hid_manager_ref_.reset(
IOHIDManagerCreate(kCFAllocatorDefault, kIOHIDOptionsTypeNone));
if (CFGetTypeID(hid_manager_ref_) != IOHIDManagerGetTypeID()) {
enabled_ = false;
return;
}
base::scoped_nsobject<NSArray> criteria(
[[NSArray alloc] initWithObjects:DeviceMatching(kGenericDesktopUsagePage,
kJoystickUsageNumber),
DeviceMatching(kGenericDesktopUsagePage,
kGameUsageNumber),
DeviceMatching(kGenericDesktopUsagePage,
kMultiAxisUsageNumber),
nil]);
IOHIDManagerSetDeviceMatchingMultiple(hid_manager_ref_,
base::mac::NSToCFCast(criteria));
RegisterForNotifications();
}
void GamepadPlatformDataFetcherMac::RegisterForNotifications() {
// Register for plug/unplug notifications.
IOHIDManagerRegisterDeviceMatchingCallback(hid_manager_ref_,
DeviceAddCallback, this);
IOHIDManagerRegisterDeviceRemovalCallback(hid_manager_ref_,
DeviceRemoveCallback, this);
// Register for value change notifications.
IOHIDManagerRegisterInputValueCallback(hid_manager_ref_, ValueChangedCallback,
this);
IOHIDManagerScheduleWithRunLoop(hid_manager_ref_, CFRunLoopGetCurrent(),
kCFRunLoopDefaultMode);
enabled_ = IOHIDManagerOpen(hid_manager_ref_, kIOHIDOptionsTypeNone) ==
kIOReturnSuccess;
}
void GamepadPlatformDataFetcherMac::UnregisterFromNotifications() {
IOHIDManagerUnscheduleFromRunLoop(hid_manager_ref_, CFRunLoopGetCurrent(),
kCFRunLoopDefaultMode);
IOHIDManagerClose(hid_manager_ref_, kIOHIDOptionsTypeNone);
}
void GamepadPlatformDataFetcherMac::PauseHint(bool pause) {
paused_ = pause;
}
GamepadPlatformDataFetcherMac::~GamepadPlatformDataFetcherMac() {
UnregisterFromNotifications();
for (auto& iter : devices_) {
iter.second->Shutdown();
}
}
GamepadPlatformDataFetcherMac*
GamepadPlatformDataFetcherMac::InstanceFromContext(void* context) {
return reinterpret_cast<GamepadPlatformDataFetcherMac*>(context);
}
void GamepadPlatformDataFetcherMac::DeviceAddCallback(void* context,
IOReturn result,
void* sender,
IOHIDDeviceRef ref) {
InstanceFromContext(context)->DeviceAdd(ref);
}
void GamepadPlatformDataFetcherMac::DeviceRemoveCallback(void* context,
IOReturn result,
void* sender,
IOHIDDeviceRef ref) {
InstanceFromContext(context)->DeviceRemove(ref);
}
void GamepadPlatformDataFetcherMac::ValueChangedCallback(void* context,
IOReturn result,
void* sender,
IOHIDValueRef ref) {
InstanceFromContext(context)->ValueChanged(ref);
}
GamepadDeviceMac* GamepadPlatformDataFetcherMac::GetGamepadFromHidDevice(
IOHIDDeviceRef device) {
for (auto& iter : devices_) {
if (iter.second->IsSameDevice(device)) {
return iter.second.get();
}
}
return nullptr;
}
void GamepadPlatformDataFetcherMac::DeviceAdd(IOHIDDeviceRef device) {
using base::mac::CFToNSCast;
using base::mac::CFCastStrict;
if (!enabled_)
return;
NSNumber* location_id = CFToNSCast(CFCastStrict<CFNumberRef>(
IOHIDDeviceGetProperty(device, CFSTR(kIOHIDLocationIDKey))));
int location_int = [location_id intValue];
NSNumber* vendor_id = CFToNSCast(CFCastStrict<CFNumberRef>(
IOHIDDeviceGetProperty(device, CFSTR(kIOHIDVendorIDKey))));
NSNumber* product_id = CFToNSCast(CFCastStrict<CFNumberRef>(
IOHIDDeviceGetProperty(device, CFSTR(kIOHIDProductIDKey))));
NSNumber* version_number = CFToNSCast(CFCastStrict<CFNumberRef>(
IOHIDDeviceGetProperty(device, CFSTR(kIOHIDVersionNumberKey))));
NSString* product = CFToNSCast(CFCastStrict<CFStringRef>(
IOHIDDeviceGetProperty(device, CFSTR(kIOHIDProductKey))));
uint16_t vendor_int = [vendor_id intValue];
uint16_t product_int = [product_id intValue];
uint16_t version_int = [version_number intValue];
// Filter out devices that have gamepad-like HID usages but aren't gamepads.
if (GamepadIsExcluded(vendor_int, product_int))
return;
// Nintendo devices are handled by the Nintendo data fetcher.
if (NintendoController::IsNintendoController(vendor_int, product_int))
return;
// Record the device before excluding Made for iOS gamepads. This allows us to
// recognize these devices even though the GameController API masks the vendor
// and product IDs. XInput devices are recorded elsewhere.
const auto& gamepad_id_list = GamepadIdList::Get();
DCHECK_EQ(kXInputTypeNone,
gamepad_id_list.GetXInputType(vendor_int, product_int));
if (devices_.find(location_int) != devices_.end())
return;
RecordConnectedGamepad(vendor_int, product_int);
// The SteelSeries Nimbus and other Made for iOS gamepads should be handled
// through the GameController interface.
if (gamepad_id_list.GetGamepadId(vendor_int, product_int) ==
GamepadId::kSteelSeriesProduct1420) {
return;
}
bool is_recognized = gamepad_id_list.GetGamepadId(vendor_int, product_int) !=
GamepadId::kUnknownGamepad;
PadState* state = GetPadState(location_int, is_recognized);
if (!state)
return; // No available slot for this device
state->mapper = GetGamepadStandardMappingFunction(
vendor_int, product_int, /*hid_specification_version=*/0, version_int,
GAMEPAD_BUS_UNKNOWN);
NSString* ident =
[NSString stringWithFormat:@"%@ (%sVendor: %04x Product: %04x)", product,
state->mapper ? "STANDARD GAMEPAD " : "",
vendor_int, product_int];
state->data.SetID(base::SysNSStringToUTF16(ident));
state->data.mapping =
state->mapper ? GamepadMapping::kStandard : GamepadMapping::kNone;
auto new_device = std::make_unique<GamepadDeviceMac>(location_int, device,
vendor_int, product_int);
if (!new_device->AddButtonsAndAxes(&state->data)) {
new_device->Shutdown();
return;
}
state->data.vibration_actuator.type = GamepadHapticActuatorType::kDualRumble;
state->data.vibration_actuator.not_null = new_device->SupportsVibration();
state->data.connected = true;
devices_.emplace(location_int, std::move(new_device));
}
bool GamepadPlatformDataFetcherMac::DisconnectUnrecognizedGamepad(
int source_id) {
auto gamepad_iter = devices_.find(source_id);
if (gamepad_iter == devices_.end())
return false;
gamepad_iter->second->Shutdown();
devices_.erase(gamepad_iter);
return true;
}
void GamepadPlatformDataFetcherMac::DeviceRemove(IOHIDDeviceRef device) {
if (!enabled_)
return;
GamepadDeviceMac* gamepad_device = GetGamepadFromHidDevice(device);
if (!gamepad_device)
return;
gamepad_device->Shutdown();
devices_.erase(gamepad_device->GetLocationId());
}
void GamepadPlatformDataFetcherMac::ValueChanged(IOHIDValueRef value) {
if (!enabled_ || paused_)
return;
IOHIDElementRef element = IOHIDValueGetElement(value);
IOHIDDeviceRef device = IOHIDElementGetDevice(element);
GamepadDeviceMac* gamepad_device = GetGamepadFromHidDevice(device);
if (!gamepad_device)
return;
PadState* state = GetPadState(gamepad_device->GetLocationId());
if (!state)
return;
gamepad_device->UpdateGamepadForValue(value, &state->data);
}
void GamepadPlatformDataFetcherMac::GetGamepadData(bool) {
if (!enabled_)
return;
// Loop through and GetPadState to indicate the devices are still connected.
for (const auto& iter : devices_) {
GetPadState(iter.first);
}
}
void GamepadPlatformDataFetcherMac::PlayEffect(
int source_id,
mojom::GamepadHapticEffectType type,
mojom::GamepadEffectParametersPtr params,
mojom::GamepadHapticsManager::PlayVibrationEffectOnceCallback callback,
scoped_refptr<base::SequencedTaskRunner> callback_runner) {
auto device_iter = devices_.find(source_id);
if (device_iter == devices_.end()) {
// No connected gamepad with this location. Probably the effect was issued
// while the gamepad was still connected, so handle this as if it were
// preempted by a disconnect.
RunVibrationCallback(
std::move(callback), std::move(callback_runner),
mojom::GamepadHapticsResult::GamepadHapticsResultPreempted);
return;
}
device_iter->second->PlayEffect(type, std::move(params), std::move(callback),
std::move(callback_runner));
}
void GamepadPlatformDataFetcherMac::ResetVibration(
int source_id,
mojom::GamepadHapticsManager::ResetVibrationActuatorCallback callback,
scoped_refptr<base::SequencedTaskRunner> callback_runner) {
auto device_iter = devices_.find(source_id);
if (device_iter == devices_.end()) {
// No connected gamepad with this location. Since the gamepad is already
// disconnected, allow the reset to report success.
RunVibrationCallback(
std::move(callback), std::move(callback_runner),
mojom::GamepadHapticsResult::GamepadHapticsResultComplete);
return;
}
device_iter->second->ResetVibration(std::move(callback),
std::move(callback_runner));
}
} // namespace device