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- // Copyright 2018 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.
- #ifndef DEVICE_GAMEPAD_GAMEPAD_DEVICE_LINUX_H_
- #define DEVICE_GAMEPAD_GAMEPAD_DEVICE_LINUX_H_
- #include <memory>
- #include <string>
- #include <vector>
- #include "base/files/scoped_file.h"
- #include "base/memory/weak_ptr.h"
- #include "device/gamepad/abstract_haptic_gamepad.h"
- #include "device/gamepad/gamepad_id_list.h"
- #include "device/gamepad/gamepad_standard_mappings.h"
- #include "device/gamepad/udev_gamepad_linux.h"
- extern "C" {
- struct udev_device;
- }
- namespace device {
- class Dualshock4Controller;
- class HidHapticGamepad;
- class XboxHidController;
- // GamepadDeviceLinux represents a single gamepad device which may be accessed
- // through multiple host interfaces. Gamepad button and axis state are queried
- // through the joydev interface, while haptics commands are routed through the
- // evdev interface. A gamepad must be enumerated through joydev to be usable,
- // but the evdev interface is only required for haptic effects.
- //
- // For some devices, haptics are not supported through evdev and are instead
- // sent through the raw HID (hidraw) interface.
- class GamepadDeviceLinux final : public AbstractHapticGamepad {
- public:
- using OpenDeviceNodeCallback = base::OnceCallback<void(GamepadDeviceLinux*)>;
- GamepadDeviceLinux(const std::string& syspath_prefix,
- scoped_refptr<base::SequencedTaskRunner> dbus_runner);
- ~GamepadDeviceLinux() override;
- // Returns true if no device nodes are associated with this device.
- bool IsEmpty() const;
- int GetJoydevIndex() const { return joydev_index_; }
- uint16_t GetVendorId() const { return vendor_id_; }
- uint16_t GetProductId() const { return product_id_; }
- uint16_t GetVersionNumber() const { return version_number_; }
- std::string GetName() const { return name_; }
- std::string GetSyspathPrefix() const { return syspath_prefix_; }
- GamepadBusType GetBusType() const { return bus_type_; }
- GamepadStandardMappingFunction GetMappingFunction() const;
- bool SupportsVibration() const;
- // Reads the current gamepad state into |pad|.
- void ReadPadState(Gamepad* pad);
- // Reads the state of gamepad buttons and axes using joydev. Returns true if
- // |pad| was updated.
- bool ReadJoydevState(Gamepad* pad);
- // Discovers and assigns button indices for key codes that are outside the
- // normal gamepad button range.
- void InitializeEvdevSpecialKeys();
- // Reads the state of keys outside the normal button range using evdev.
- // Returns true if |pad| was updated.
- bool ReadEvdevSpecialKeys(Gamepad* pad);
- // Returns true if |pad_info| describes this device.
- bool IsSameDevice(const UdevGamepadLinux& pad_info);
- // Opens the joydev device node and queries device info.
- bool OpenJoydevNode(const UdevGamepadLinux& pad_info, udev_device* device);
- // Closes the joydev device node and clears device info.
- void CloseJoydevNode();
- // Opens the evdev device node and initializes haptics.
- bool OpenEvdevNode(const UdevGamepadLinux& pad_info);
- // Closes the evdev device node and shuts down haptics.
- void CloseEvdevNode();
- // Opens the hidraw device node and initializes haptics.
- void OpenHidrawNode(const UdevGamepadLinux& pad_info,
- OpenDeviceNodeCallback callback);
- // Closes the hidraw device node and shuts down haptics.
- void CloseHidrawNode();
- // AbstractHapticGamepad public implementation.
- void SetVibration(mojom::GamepadEffectParametersPtr params) override;
- void SetZeroVibration() override;
- base::WeakPtr<AbstractHapticGamepad> GetWeakPtr() override;
- private:
- // AbstractHapticGamepad private implementation.
- void DoShutdown() override;
- void OnOpenHidrawNodeComplete(OpenDeviceNodeCallback callback,
- base::ScopedFD fd);
- void InitializeHidraw(base::ScopedFD fd);
- // The syspath prefix is used to identify device nodes that refer to the same
- // underlying gamepad through different interfaces.
- //
- // Joydev and evdev nodes that refer to the same device will share a parent
- // node that represents the physical device. We can compare the syspaths of
- // the parent nodes to determine when two nodes refer to the same device.
- //
- // The syspath for a hidraw node will match the parent syspath of a joydev or
- // evdev node up to the subsystem. To simplify this comparison, we only store
- // the syspath prefix up to the subsystem.
- std::string syspath_prefix_;
- // The file descriptor for the device's joydev node.
- base::ScopedFD joydev_fd_;
- // The index of the device's joydev node, or -1 if unknown.
- // The joydev index is the integer at the end of the joydev node path and is
- // used to assign the gamepad to a slot. For example, a device with path
- // /dev/input/js2 has index 2 and will be assigned to the 3rd gamepad slot.
- int joydev_index_ = -1;
- // Maps from indices in the Gamepad buttons array to a boolean value
- // indicating whether the button index is already mapped.
- std::vector<bool> button_indices_used_;
- // An identifier for the gamepad device model.
- GamepadId gamepad_id_ = GamepadId::kUnknownGamepad;
- // The vendor ID of the device.
- uint16_t vendor_id_;
- // The product ID of the device.
- uint16_t product_id_;
- // The version of the HID specification that this device is compliant with.
- // The hid-sony driver patches this value to indicate that a newer mapping has
- // been applied.
- uint16_t hid_specification_version_;
- // The version number of the device.
- uint16_t version_number_;
- // A string identifying the manufacturer and model of the device.
- std::string name_;
- // The file descriptor for the device's evdev node.
- base::ScopedFD evdev_fd_;
- // The ID of the haptic effect stored on the device, or -1 if none is stored.
- int effect_id_ = -1;
- // True if the device supports rumble effects through the evdev device node.
- bool supports_force_feedback_ = false;
- // Set to true once the evdev button capabilities have been checked.
- bool evdev_special_keys_initialized_ = false;
- // Mapping from "special" index (an index within the kSpecialKeys table) to
- // button index (an index within the Gamepad buttons array), or -1 if the
- // button is not mapped. Empty if no special buttons are mapped.
- std::vector<int> special_button_map_;
- // The file descriptor for the device's hidraw node.
- base::ScopedFD hidraw_fd_;
- // The type of the bus through which the device is connected, or
- // GAMEPAD_BUS_UNKNOWN if the bus type could not be determined.
- GamepadBusType bus_type_ = GAMEPAD_BUS_UNKNOWN;
- // Dualshock4 functionality, if available.
- std::unique_ptr<Dualshock4Controller> dualshock4_;
- // Xbox Wireless Controller behaves like a HID gamepad when connected over
- // Bluetooth. In this mode, haptics functionality is provided by |xbox_hid_|.
- // When connected over USB, Xbox Wireless Controller is supported through the
- // platform driver (xpad).
- std::unique_ptr<XboxHidController> xbox_hid_;
- // A controller that uses a HID output report for vibration effects.
- std::unique_ptr<HidHapticGamepad> hid_haptics_;
- // Task runner to use for D-Bus tasks. D-Bus client classes (including
- // PermissionBrokerClient) are not thread-safe and should be used only on the
- // UI thread.
- scoped_refptr<base::SequencedTaskRunner> dbus_runner_;
- // Task runner to use for gamepad polling.
- scoped_refptr<base::SequencedTaskRunner> polling_runner_;
- // Weak pointer factory for use only on the |polling_runner_| thread.
- base::WeakPtrFactory<GamepadDeviceLinux> weak_factory_{this};
- };
- } // namespace device
- #endif // DEVICE_GAMEPAD_GAMEPAD_DEVICE_LINUX_H_
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