// 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_ #define DEVICE_GAMEPAD_GAMEPAD_DEVICE_LINUX_ #include #include #include #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; GamepadDeviceLinux(const std::string& syspath_prefix, scoped_refptr 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(double strong_magnitude, double weak_magnitude) override; void SetZeroVibration() override; base::WeakPtr GetWeakPtr() override; private: using OpenPathCallback = base::OnceCallback; // AbstractHapticGamepad private implementation. void DoShutdown() override; void OnOpenHidrawNodeComplete(OpenDeviceNodeCallback callback, base::ScopedFD fd); void InitializeHidraw(base::ScopedFD fd); #if defined(OS_CHROMEOS) void OpenPathWithPermissionBroker(const std::string& path, OpenPathCallback callback); void OnOpenPathSuccess(OpenPathCallback callback, base::ScopedFD fd); void OnOpenPathError(OpenPathCallback callback, const std::string& error_name, const std::string& error_message); #endif // 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 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 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 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 xbox_hid_; // A controller that uses a HID output report for vibration effects. std::unique_ptr 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 dbus_runner_; // Task runner to use for gamepad polling. scoped_refptr polling_runner_; base::WeakPtrFactory weak_factory_{this}; }; } // namespace device #endif // DEVICE_GAMEPAD_GAMEPAD_DEVICE_LINUX_