Commit 4cba391a authored by Qiaofei Ye's avatar Qiaofei Ye Committed by Commit Bot

[gamepad] Rename GamepadPlatformDataFetcherWin...

... to XInputDataFetcherWin. This CL is part of the feature to
make Windows.Gaming.Input (WGI) turned on by default on Chromium.
WGI will provide game controller support on Windows 10 desktop.
The WGI also provides support for gamepad-specific Plug &
Play APIs, even on WCOS devices. This feature can work on both Windows
Desktop (win32 apps) and Windows 10X.

This change performed the renaming of
gamepad_platform_data_fetcher to XInputDataFetcherWin as suggested
in previous CL indicated below. Thus we will have separate data
fetchers for separate APIs (XInput & WGI).
https://chromium-review.googlesource.com/c/chromium/src/+/2293615/1/device/gamepad/BUILD.gn#159

Bug: 1098876
Change-Id: I5ecca34a7b10dd612df8dff4fa2eab9cb869b353
Reviewed-on: https://chromium-review.googlesource.com/c/chromium/src/+/2340711
Commit-Queue: Qiaofei Ye <qiaye@microsoft.com>
Commit-Queue: Matt Reynolds <mattreynolds@chromium.org>
Reviewed-by: default avatarMatt Reynolds <mattreynolds@chromium.org>
Cr-Commit-Position: refs/heads/master@{#796136}
parent f25dad99
......@@ -47,8 +47,6 @@ component("gamepad") {
"gamepad_platform_data_fetcher_linux.h",
"gamepad_platform_data_fetcher_mac.h",
"gamepad_platform_data_fetcher_mac.mm",
"gamepad_platform_data_fetcher_win.cc",
"gamepad_platform_data_fetcher_win.h",
"gamepad_provider.cc",
"gamepad_provider.h",
"gamepad_service.cc",
......@@ -89,6 +87,8 @@ component("gamepad") {
"xbox_data_fetcher_mac.h",
"xbox_hid_controller.cc",
"xbox_hid_controller.h",
"xinput_data_fetcher_win.cc",
"xinput_data_fetcher_win.h",
"xinput_haptic_gamepad_win.cc",
"xinput_haptic_gamepad_win.h",
]
......
......@@ -20,10 +20,10 @@
#if defined(OS_ANDROID)
#include "device/gamepad/gamepad_platform_data_fetcher_android.h"
#elif defined(OS_WIN)
#include "device/gamepad/gamepad_platform_data_fetcher_win.h"
#include "device/gamepad/nintendo_data_fetcher.h"
#include "device/gamepad/raw_input_data_fetcher_win.h"
#include "device/gamepad/wgi_data_fetcher_win.h"
#include "device/gamepad/xinput_data_fetcher_win.h"
#elif defined(OS_MAC)
#include "device/gamepad/game_controller_data_fetcher_mac.h"
#include "device/gamepad/gamepad_platform_data_fetcher_mac.h"
......@@ -43,7 +43,7 @@ void AddGamepadPlatformDataFetchers(GamepadDataFetcherManager* manager) {
#elif defined(OS_WIN)
manager->AddFactory(new GamepadPlatformDataFetcherWin::Factory());
manager->AddFactory(new XInputDataFetcherWin::Factory());
manager->AddFactory(new NintendoDataFetcher::Factory());
manager->AddFactory(new RawInputDataFetcher::Factory());
if (base::FeatureList::IsEnabled(
......
......@@ -2,7 +2,7 @@
// 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_win.h"
#include "device/gamepad/xinput_data_fetcher_win.h"
#include <stddef.h>
#include <string.h>
......@@ -85,26 +85,25 @@ const base::FilePath::CharType* XInputDllFileName() {
} // namespace
GamepadPlatformDataFetcherWin::GamepadPlatformDataFetcherWin()
: xinput_available_(false) {}
XInputDataFetcherWin::XInputDataFetcherWin() : xinput_available_(false) {}
GamepadPlatformDataFetcherWin::~GamepadPlatformDataFetcherWin() {
XInputDataFetcherWin::~XInputDataFetcherWin() {
for (auto& haptic_gamepad : haptics_) {
if (haptic_gamepad)
haptic_gamepad->Shutdown();
}
}
GamepadSource GamepadPlatformDataFetcherWin::source() {
GamepadSource XInputDataFetcherWin::source() {
return Factory::static_source();
}
void GamepadPlatformDataFetcherWin::OnAddedToProvider() {
void XInputDataFetcherWin::OnAddedToProvider() {
xinput_dll_ = base::ScopedNativeLibrary(base::FilePath(XInputDllFileName()));
xinput_available_ = GetXInputDllFunctions();
}
void GamepadPlatformDataFetcherWin::EnumerateDevices() {
void XInputDataFetcherWin::EnumerateDevices() {
TRACE_EVENT0("GAMEPAD", "EnumerateDevices");
if (xinput_available_) {
......@@ -149,7 +148,7 @@ void GamepadPlatformDataFetcherWin::EnumerateDevices() {
}
}
void GamepadPlatformDataFetcherWin::GetGamepadData(bool devices_changed_hint) {
void XInputDataFetcherWin::GetGamepadData(bool devices_changed_hint) {
TRACE_EVENT0("GAMEPAD", "GetGamepadData");
if (!xinput_available_)
......@@ -171,7 +170,7 @@ void GamepadPlatformDataFetcherWin::GetGamepadData(bool devices_changed_hint) {
}
}
void GamepadPlatformDataFetcherWin::GetXInputPadData(int i) {
void XInputDataFetcherWin::GetXInputPadData(int i) {
PadState* pad_state = GetPadState(i);
if (!pad_state)
return;
......@@ -245,7 +244,7 @@ void GamepadPlatformDataFetcherWin::GetXInputPadData(int i) {
}
}
void GamepadPlatformDataFetcherWin::PlayEffect(
void XInputDataFetcherWin::PlayEffect(
int pad_id,
mojom::GamepadHapticEffectType type,
mojom::GamepadEffectParametersPtr params,
......@@ -270,7 +269,7 @@ void GamepadPlatformDataFetcherWin::PlayEffect(
std::move(callback_runner));
}
void GamepadPlatformDataFetcherWin::ResetVibration(
void XInputDataFetcherWin::ResetVibration(
int pad_id,
mojom::GamepadHapticsManager::ResetVibrationActuatorCallback callback,
scoped_refptr<base::SequencedTaskRunner> callback_runner) {
......@@ -293,7 +292,7 @@ void GamepadPlatformDataFetcherWin::ResetVibration(
std::move(callback_runner));
}
bool GamepadPlatformDataFetcherWin::GetXInputDllFunctions() {
bool XInputDataFetcherWin::GetXInputDllFunctions() {
xinput_get_capabilities_ = nullptr;
xinput_get_state_ = nullptr;
xinput_get_state_ex_ = nullptr;
......
......@@ -2,8 +2,8 @@
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef DEVICE_GAMEPAD_GAMEPAD_PLATFORM_DATA_FETCHER_WIN_H_
#define DEVICE_GAMEPAD_GAMEPAD_PLATFORM_DATA_FETCHER_WIN_H_
#ifndef DEVICE_GAMEPAD_XINPUT_DATA_FETCHER_WIN_H_
#define DEVICE_GAMEPAD_XINPUT_DATA_FETCHER_WIN_H_
#include <memory>
......@@ -46,14 +46,14 @@ struct XInputStateEx {
XInputGamepadEx Gamepad;
};
class GamepadPlatformDataFetcherWin : public GamepadDataFetcher {
class XInputDataFetcherWin : public GamepadDataFetcher {
public:
typedef GamepadDataFetcherFactoryImpl<GamepadPlatformDataFetcherWin,
typedef GamepadDataFetcherFactoryImpl<XInputDataFetcherWin,
GAMEPAD_SOURCE_WIN_XINPUT>
Factory;
GamepadPlatformDataFetcherWin();
~GamepadPlatformDataFetcherWin() override;
XInputDataFetcherWin();
~XInputDataFetcherWin() override;
GamepadSource source() override;
......@@ -106,9 +106,9 @@ class GamepadPlatformDataFetcherWin : public GamepadDataFetcher {
bool xinput_connected_[XUSER_MAX_COUNT];
std::unique_ptr<XInputHapticGamepadWin> haptics_[XUSER_MAX_COUNT];
DISALLOW_COPY_AND_ASSIGN(GamepadPlatformDataFetcherWin);
DISALLOW_COPY_AND_ASSIGN(XInputDataFetcherWin);
};
} // namespace device
#endif // DEVICE_GAMEPAD_GAMEPAD_PLATFORM_DATA_FETCHER_WIN_H_
#endif // DEVICE_GAMEPAD_XINPUT_DATA_FETCHER_WIN_H_
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