// Copyright 2012 The Chromium Authors
// 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/apple/bridging.h"
#include "base/apple/foundation_util.h"
#include "base/containers/contains.h"
#include "base/strings/sys_string_conversions.h"
#import "base/task/sequenced_task_runner.h"
#include "base/task/sequenced_task_runner.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 @{
@kIOHIDDeviceUsagePageKey : @(usage_page),
@kIOHIDDeviceUsageKey : @(usage)
};
}
} // 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_.get()) != IOHIDManagerGetTypeID()) {
enabled_ = false;
return;
}
NSArray* criteria = @[
DeviceMatching(kGenericDesktopUsagePage, kJoystickUsageNumber),
DeviceMatching(kGenericDesktopUsagePage, kGameUsageNumber),
DeviceMatching(kGenericDesktopUsagePage, kMultiAxisUsageNumber),
];
IOHIDManagerSetDeviceMatchingMultiple(hid_manager_ref_.get(),
base::apple::NSToCFPtrCast(criteria));
RegisterForNotifications();
}
void GamepadPlatformDataFetcherMac::RegisterForNotifications() {
// Register for plug/unplug notifications.
IOHIDManagerRegisterDeviceMatchingCallback(hid_manager_ref_.get(),
DeviceAddCallback, this);
IOHIDManagerRegisterDeviceRemovalCallback(hid_manager_ref_.get(),
DeviceRemoveCallback, this);
// Register for value change notifications.
IOHIDManagerRegisterInputValueCallback(hid_manager_ref_.get(),
ValueChangedCallback, this);
IOHIDManagerScheduleWithRunLoop(hid_manager_ref_.get(), CFRunLoopGetCurrent(),
kCFRunLoopDefaultMode);
const auto result =
IOHIDManagerOpen(hid_manager_ref_.get(), kIOHIDOptionsTypeNone);
enabled_ = (result == kIOReturnSuccess || result == kIOReturnExclusiveAccess);
}
void GamepadPlatformDataFetcherMac::UnregisterFromNotifications() {
IOHIDManagerUnscheduleFromRunLoop(
hid_manager_ref_.get(), CFRunLoopGetCurrent(), kCFRunLoopDefaultMode);
IOHIDManagerClose(hid_manager_ref_.get(), 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::apple::CFCastStrict;
using base::apple::CFToNSPtrCast;
if (!enabled_) {
return;
}
NSNumber* location_id = CFToNSPtrCast(CFCastStrict<CFNumberRef>(
IOHIDDeviceGetProperty(device, CFSTR(kIOHIDLocationIDKey))));
int location_int = location_id.intValue;
NSNumber* vendor_id = CFToNSPtrCast(CFCastStrict<CFNumberRef>(
IOHIDDeviceGetProperty(device, CFSTR(kIOHIDVendorIDKey))));
NSNumber* product_id = CFToNSPtrCast(CFCastStrict<CFNumberRef>(
IOHIDDeviceGetProperty(device, CFSTR(kIOHIDProductIDKey))));
NSNumber* version_number = CFToNSPtrCast(CFCastStrict<CFNumberRef>(
IOHIDDeviceGetProperty(device, CFSTR(kIOHIDVersionNumberKey))));
NSString* product = CFToNSPtrCast(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;
std::string product_name = base::SysNSStringToUTF8(product);
// Filter out devices that have gamepad-like HID usages but aren't gamepads.
if (GamepadIsExcluded(vendor_int, product_int))
return;
const auto& gamepad_id_list = GamepadIdList::Get();
DCHECK_EQ(kXInputTypeNone,
gamepad_id_list.GetXInputType(vendor_int, product_int));
if (base::Contains(devices_, location_int)) {
return;
}
const GamepadId gamepad_id =
gamepad_id_list.GetGamepadId(product_name, vendor_int, product_int);
// Nintendo devices are handled by the Nintendo data fetcher.
if (NintendoController::IsNintendoController(gamepad_id))
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.
RecordConnectedGamepad(gamepad_id);
// The SteelSeries Nimbus and other Made for iOS gamepads should be handled
// through the GameController interface.
if (gamepad_id == GamepadId::kSteelSeriesProduct1420) {
return;
}
bool is_recognized = gamepad_id != GamepadId::kUnknownGamepad;
PadState* state = GetPadState(location_int, is_recognized);
if (!state)
return; // No available slot for this device
state->mapper = GetGamepadStandardMappingFunction(
product_name, vendor_int, product_int, /*hid_specification_version=*/0,
version_int, GAMEPAD_BUS_UNKNOWN);
UpdateGamepadStrings(product_name, vendor_int, product_int,
state->mapper != nullptr, state->data);
auto new_device = std::make_unique<GamepadDeviceMac>(
location_int, device, product_name, vendor_int, product_int);
if (!new_device->AddButtonsAndAxes(&state->data)) {
new_device->Shutdown();
return;
}
if (GamepadIdList::Get().HasTriggerRumbleSupport(gamepad_id)) {
state->data.vibration_actuator.type =
GamepadHapticActuatorType::kTriggerRumble;
} else {
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