gamepad_platform_data_fetcher.h 2.7 KB

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  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. // Define the default data fetcher that GamepadProvider will use if none is
  5. // supplied. (GamepadPlatformDataFetcher).
  6. #ifndef DEVICE_GAMEPAD_GAMEPAD_PLATFORM_DATA_FETCHER_H_
  7. #define DEVICE_GAMEPAD_GAMEPAD_PLATFORM_DATA_FETCHER_H_
  8. #include "base/compiler_specific.h"
  9. #include "build/build_config.h"
  10. #include "device/gamepad/gamepad_data_fetcher.h"
  11. #include "device/gamepad/gamepad_data_fetcher_manager.h"
  12. #include "device/gamepad/public/cpp/gamepad_features.h"
  13. #if BUILDFLAG(IS_ANDROID)
  14. #include "device/gamepad/gamepad_platform_data_fetcher_android.h"
  15. #elif BUILDFLAG(IS_WIN)
  16. #include "base/win/windows_version.h"
  17. #include "device/gamepad/nintendo_data_fetcher.h"
  18. #include "device/gamepad/raw_input_data_fetcher_win.h"
  19. #include "device/gamepad/wgi_data_fetcher_win.h"
  20. #include "device/gamepad/xinput_data_fetcher_win.h"
  21. #elif BUILDFLAG(IS_MAC)
  22. #include "device/gamepad/game_controller_data_fetcher_mac.h"
  23. #include "device/gamepad/gamepad_platform_data_fetcher_mac.h"
  24. #include "device/gamepad/nintendo_data_fetcher.h"
  25. #include "device/gamepad/xbox_data_fetcher_mac.h"
  26. #elif (BUILDFLAG(IS_LINUX) || BUILDFLAG(IS_CHROMEOS)) && defined(USE_UDEV)
  27. #include "device/gamepad/gamepad_platform_data_fetcher_linux.h"
  28. #include "device/gamepad/nintendo_data_fetcher.h"
  29. #endif
  30. namespace device {
  31. void AddGamepadPlatformDataFetchers(GamepadDataFetcherManager* manager) {
  32. #if BUILDFLAG(IS_ANDROID)
  33. manager->AddFactory(new GamepadPlatformDataFetcherAndroid::Factory());
  34. #elif BUILDFLAG(IS_WIN)
  35. // Windows.Gaming.Input is available in Windows 10.0.10240.0 and later.
  36. if (base::FeatureList::IsEnabled(
  37. features::kEnableWindowsGamingInputDataFetcher) &&
  38. base::win::GetVersion() >= base::win::Version::WIN10) {
  39. manager->AddFactory(new WgiDataFetcherWin::Factory());
  40. } else {
  41. manager->AddFactory(new XInputDataFetcherWin::Factory());
  42. }
  43. manager->AddFactory(new NintendoDataFetcher::Factory());
  44. manager->AddFactory(new RawInputDataFetcher::Factory());
  45. #elif BUILDFLAG(IS_MAC)
  46. manager->AddFactory(new GameControllerDataFetcherMac::Factory());
  47. manager->AddFactory(new GamepadPlatformDataFetcherMac::Factory());
  48. manager->AddFactory(new NintendoDataFetcher::Factory());
  49. manager->AddFactory(new XboxDataFetcher::Factory());
  50. #elif (BUILDFLAG(IS_LINUX) || BUILDFLAG(IS_CHROMEOS)) && defined(USE_UDEV)
  51. manager->AddFactory(new GamepadPlatformDataFetcherLinux::Factory(
  52. base::SequencedTaskRunnerHandle::Get()));
  53. manager->AddFactory(new NintendoDataFetcher::Factory());
  54. #endif
  55. }
  56. } // namespace device
  57. #endif // DEVICE_GAMEPAD_GAMEPAD_PLATFORM_DATA_FETCHER_H_