HIDGamepadProvider.mm   [plain text]


/*
 * Copyright (C) 2014 Apple Inc. All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 * 1. Redistributions of source code must retain the above copyright
 *    notice, this list of conditions and the following disclaimer.
 * 2. Redistributions in binary form must reproduce the above copyright
 *    notice, this list of conditions and the following disclaimer in the
 *    documentation and/or other materials provided with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS''
 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
 * THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS
 * BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
 * THE POSSIBILITY OF SUCH DAMAGE.
 */

#include "config.h"
#include "HIDGamepadProvider.h"

#if ENABLE(GAMEPAD) && PLATFORM(MAC)

#import "GamepadProviderClient.h"
#import "Logging.h"
#import "PlatformGamepad.h"
#import <pal/spi/mac/IOKitSPIMac.h>
#import <wtf/NeverDestroyed.h>

#if HAVE(GCCONTROLLER_HID_DEVICE_CHECK)
#import <GameController/GCController.h>
#endif

#import "GameControllerSoftLink.h"

namespace WebCore {

static const Seconds connectionDelayInterval { 500_ms };
static const Seconds hidInputNotificationDelay { 50_ms };

static RetainPtr<CFDictionaryRef> deviceMatchingDictionary(uint32_t usagePage, uint32_t usage)
{
    ASSERT(usagePage);
    ASSERT(usage);

    RetainPtr<CFNumberRef> pageNumber = adoptCF(CFNumberCreate(kCFAllocatorDefault, kCFNumberIntType, &usagePage));
    RetainPtr<CFNumberRef> usageNumber = adoptCF(CFNumberCreate(kCFAllocatorDefault, kCFNumberIntType, &usage));

    CFStringRef keys[] = { CFSTR(kIOHIDDeviceUsagePageKey), CFSTR(kIOHIDDeviceUsageKey) };
    CFNumberRef values[] = { pageNumber.get(), usageNumber.get() };

    return adoptCF(CFDictionaryCreate(kCFAllocatorDefault, (const void**)keys, (const void**)values, 2, &kCFTypeDictionaryKeyCallBacks, &kCFTypeDictionaryValueCallBacks));
}

static void deviceAddedCallback(void* context, IOReturn, void*, IOHIDDeviceRef device)
{
    HIDGamepadProvider* listener = static_cast<HIDGamepadProvider*>(context);
    listener->deviceAdded(device);
}

static void deviceRemovedCallback(void* context, IOReturn, void*, IOHIDDeviceRef device)
{
    HIDGamepadProvider* listener = static_cast<HIDGamepadProvider*>(context);
    listener->deviceRemoved(device);
}

static void deviceValuesChangedCallback(void* context, IOReturn result, void*, IOHIDValueRef value)
{
    // A non-zero result value indicates an error that we can do nothing about for input values.
    if (result)
        return;

    HIDGamepadProvider* listener = static_cast<HIDGamepadProvider*>(context);
    listener->valuesChanged(value);
}

HIDGamepadProvider& HIDGamepadProvider::singleton()
{
    static NeverDestroyed<HIDGamepadProvider> sharedListener;
    return sharedListener;
}

HIDGamepadProvider::HIDGamepadProvider()
    : m_initialGamepadsConnectedTimer(*this, &HIDGamepadProvider::initialGamepadsConnectedTimerFired)
    , m_inputNotificationTimer(*this, &HIDGamepadProvider::inputNotificationTimerFired)
{
    m_manager = adoptCF(IOHIDManagerCreate(kCFAllocatorDefault, kIOHIDOptionsTypeNone));

    RetainPtr<CFDictionaryRef> joystickDictionary = deviceMatchingDictionary(kHIDPage_GenericDesktop, kHIDUsage_GD_Joystick);
    RetainPtr<CFDictionaryRef> gamepadDictionary = deviceMatchingDictionary(kHIDPage_GenericDesktop, kHIDUsage_GD_GamePad);

    CFDictionaryRef devices[] = { joystickDictionary.get(), gamepadDictionary.get() };

    RetainPtr<CFArrayRef> matchingArray = adoptCF(CFArrayCreate(kCFAllocatorDefault, (const void**)devices, 2, &kCFTypeArrayCallBacks));

    IOHIDManagerSetDeviceMatchingMultiple(m_manager.get(), matchingArray.get());
    IOHIDManagerRegisterDeviceMatchingCallback(m_manager.get(), deviceAddedCallback, this);
    IOHIDManagerRegisterDeviceRemovalCallback(m_manager.get(), deviceRemovedCallback, this);

    startMonitoringInput();
}

void HIDGamepadProvider::stopMonitoringInput()
{
    IGNORE_NULL_CHECK_WARNINGS_BEGIN
    IOHIDManagerRegisterInputValueCallback(m_manager.get(), nullptr, nullptr);
    IGNORE_NULL_CHECK_WARNINGS_END
}

void HIDGamepadProvider::startMonitoringInput()
{
    IOHIDManagerRegisterInputValueCallback(m_manager.get(), deviceValuesChangedCallback, this);
}

unsigned HIDGamepadProvider::indexForNewlyConnectedDevice()
{
    unsigned index = 0;
    while (index < m_gamepadVector.size() && m_gamepadVector[index])
        ++index;

    return index;
}

void HIDGamepadProvider::initialGamepadsConnectedTimerFired()
{
    m_initialGamepadsConnected = true;
}

void HIDGamepadProvider::openAndScheduleManager()
{
    LOG(Gamepad, "HIDGamepadProvider opening/scheduling HID manager");

    ASSERT(m_gamepadVector.isEmpty());
    ASSERT(m_gamepadMap.isEmpty());

    m_initialGamepadsConnected = false;

    IOHIDManagerScheduleWithRunLoop(m_manager.get(), CFRunLoopGetCurrent(), kCFRunLoopDefaultMode);
    IOHIDManagerOpen(m_manager.get(), kIOHIDOptionsTypeNone);

    // Any connections we are notified of within the connectionDelayInterval of listening likely represent
    // devices that were already connected, so we suppress notifying clients of these.
    m_initialGamepadsConnectedTimer.startOneShot(connectionDelayInterval);
}

void HIDGamepadProvider::closeAndUnscheduleManager()
{
    LOG(Gamepad, "HIDGamepadProvider closing/unscheduling HID manager");

    IOHIDManagerUnscheduleFromRunLoop(m_manager.get(), CFRunLoopGetCurrent(), kCFRunLoopDefaultMode);
    IOHIDManagerClose(m_manager.get(), kIOHIDOptionsTypeNone);

    m_gamepadVector.clear();
    m_gamepadMap.clear();

    m_initialGamepadsConnectedTimer.stop();
}

void HIDGamepadProvider::startMonitoringGamepads(GamepadProviderClient& client)
{
    bool shouldOpenAndScheduleManager = m_clients.isEmpty();

    ASSERT(!m_clients.contains(&client));
    m_clients.add(&client);

    if (shouldOpenAndScheduleManager)
        openAndScheduleManager();
}
void HIDGamepadProvider::stopMonitoringGamepads(GamepadProviderClient& client)
{
    ASSERT(m_clients.contains(&client));

    bool shouldCloseAndUnscheduleManager = m_clients.remove(&client) && m_clients.isEmpty();

    if (shouldCloseAndUnscheduleManager)
        closeAndUnscheduleManager();
}

#if HAVE(MULTIGAMEPADPROVIDER_SUPPORT)

enum class GameControllerFrameworkHandlesDevice : uint8_t {
    No,
    Yes,
};

static GameControllerFrameworkHandlesDevice gameControllerFrameworkWillHandleHIDDevice(IOHIDDeviceRef device)
{
    if (!isGameControllerFrameworkAvailable())
        return GameControllerFrameworkHandlesDevice::No;

#if HAVE(GCCONTROLLER_HID_DEVICE_CHECK)
    return [getGCControllerClass() supportsHIDDevice:device] ? GameControllerFrameworkHandlesDevice::Yes : GameControllerFrameworkHandlesDevice::No;
#else
    CFNumberRef cfVendorID = (CFNumberRef)IOHIDDeviceGetProperty(device, CFSTR(kIOHIDVendorIDKey));
    CFNumberRef cfProductID = (CFNumberRef)IOHIDDeviceGetProperty(device, CFSTR(kIOHIDProductIDKey));

    int vendorID = ((NSNumber *)cfVendorID).intValue;
    int productID = ((NSNumber *)cfProductID).intValue;

    if (vendorID < 0 || vendorID > std::numeric_limits<uint16_t>::max() || productID < 0 || productID > std::numeric_limits<uint16_t>::max())
        return GameControllerFrameworkHandlesDevice::No;

    return GameControllerGamepadProvider::willHandleVendorAndProduct((uint16_t)vendorID, (uint16_t)productID) ? GameControllerFrameworkHandlesDevice::Yes : GameControllerFrameworkHandlesDevice::No;
#endif // HAVE(GCCONTROLLER_HID_DEVICE_CHECK)
}

#endif // HAVE(MULTIGAMEPADPROVIDER_SUPPORT)

void HIDGamepadProvider::deviceAdded(IOHIDDeviceRef device)
{
#if HAVE(MULTIGAMEPADPROVIDER_SUPPORT)
    if (m_ignoresGameControllerFrameworkDevices) {
        auto result = gameControllerFrameworkWillHandleHIDDevice(device);
        switch (result) {
        case GameControllerFrameworkHandlesDevice::Yes:
            LOG(Gamepad, "GameController framework will handle newly attached device %p - HIDGamepadProvider ignoring it", device);
            m_gameControllerManagedGamepads.add(device);
            return;
        case GameControllerFrameworkHandlesDevice::No:
            LOG(Gamepad, "GameController framework does not handle attached device %p - HIDGamepadProvider will handle it", device);
            break;
        }
    }
#endif

    ASSERT(!m_gamepadMap.get(device));

    LOG(Gamepad, "HIDGamepadProvider device %p added", device);

    unsigned index = indexForNewlyConnectedDevice();
    auto gamepad = HIDGamepad::create(device, index);

    if (m_gamepadVector.size() <= index)
        m_gamepadVector.grow(index + 1);

    m_gamepadVector[index] = gamepad.get();
    m_gamepadMap.set(device, WTFMove(gamepad));

    if (!m_initialGamepadsConnected) {
        // This added device is the result of us starting to monitor gamepads.
        // We'll get notified of all connected devices during this current spin of the runloop
        // and the client should be told they were already connected.
        // The m_initialGamepadsConnectedTimer fires in a subsequent spin of the runloop after which
        // any connection events are actual new devices and can trigger gamepad visibility.
        if (!m_initialGamepadsConnectedTimer.isActive())
            m_initialGamepadsConnectedTimer.startOneShot(0_s);
    }

    auto eventVisibility = m_initialGamepadsConnected ? EventMakesGamepadsVisible::Yes : EventMakesGamepadsVisible::No;
    for (auto& client : m_clients)
        client->platformGamepadConnected(*m_gamepadVector[index], eventVisibility);

    // If we are working together with the GameController provider, let it know
    // that gamepads should now be visible.
    if (m_ignoresGameControllerFrameworkDevices && eventVisibility == EventMakesGamepadsVisible::Yes)
        GameControllerGamepadProvider::singleton().makeInvisibleGamepadsVisible();
}

void HIDGamepadProvider::deviceRemoved(IOHIDDeviceRef device)
{
    std::unique_ptr<HIDGamepad> removedGamepad = removeGamepadForDevice(device);

    if (!removedGamepad) {
#if HAVE(MULTIGAMEPADPROVIDER_SUPPORT)
        auto taken = m_gameControllerManagedGamepads.take(device);
        ASSERT_UNUSED(taken, taken);
        LOG(Gamepad, "HIDGamepadProvider informed of removal of device %p, which is managed by GameController framework. Ignoring.", device);
#endif
        return;
    }

    LOG(Gamepad, "HIDGamepadProvider device %p removed", device);

    for (auto& client : m_clients)
        client->platformGamepadDisconnected(*removedGamepad);
}

void HIDGamepadProvider::valuesChanged(IOHIDValueRef value)
{
    IOHIDDeviceRef device = IOHIDElementGetDevice(IOHIDValueGetElement(value));

    HIDGamepad* gamepad = m_gamepadMap.get(device);

    // When starting monitoring we might get a value changed callback before we even know the device is connected.
    if (!gamepad)
        return;

    if (gamepad->valueChanged(value) == HIDInputType::ButtonPress)
        setShouldMakeGamepadsVisibile();

    // This isActive check is necessary as we want to delay input notifications from the time of the first input,
    // and not push the notification out on every subsequent input.
    if (!m_inputNotificationTimer.isActive())
        m_inputNotificationTimer.startOneShot(hidInputNotificationDelay);
}

void HIDGamepadProvider::inputNotificationTimerFired()
{
    if (!m_initialGamepadsConnected) {
        if (!m_inputNotificationTimer.isActive())
            m_inputNotificationTimer.startOneShot(0_s);
        return;
    }

    dispatchPlatformGamepadInputActivity();
}

std::unique_ptr<HIDGamepad> HIDGamepadProvider::removeGamepadForDevice(IOHIDDeviceRef device)
{
    std::unique_ptr<HIDGamepad> result = m_gamepadMap.take(device);
    if (!result)
        return nullptr;

    auto i = m_gamepadVector.find(result.get());
    if (i != notFound)
        m_gamepadVector[i] = nullptr;

    return result;
}

} // namespace WebCore

#endif // ENABLE(GAMEPAD) && PLATFORM(MAC)