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Side by Side Diff: content/public/android/java/src/org/chromium/content/browser/GamepadDevice.java

Issue 133943002: Gamepad API support for chrome on android (Closed) Base URL: http://git.chromium.org/chromium/src.git@master
Patch Set: Created 6 years, 10 months ago
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1 // Copyright 2014 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
5 package org.chromium.content.browser;
6
7 import android.os.SystemClock;
8 import android.view.InputDevice;
9 import android.view.InputDevice.MotionRange;
10 import android.view.KeyCharacterMap;
11 import android.view.KeyEvent;
12 import android.view.MotionEvent;
13
14 import java.util.Iterator;
15 import java.util.LinkedHashMap;
16
17 /*
18 * Class to manage information related to each connected gamepad device.
19 */
20
21 class GamepadDevice {
22 // An id for the gamepad.
23 protected int mDeviceId;
24 // The index of the gamepad in the Navigator.
25 protected int mDeviceIndex;
26 // An identification string for the gamepad.
27 protected String mDeviceName;
28 // Last time the data for this gamepad was updated.
29 protected long mTimestamp;
30
31 // Array of values for all axes of the gamepad.
32 // All axis values must be linearly normalized to the range [-1.0 .. 1.0].
33 // As appropriate, -1.0 should correspond to "up" or "left", and 1.0
34 // should correspond to "down" or "right".
35 protected float[] mAxisValues;
36 // Array of axes ids.
37 private int[] mAxes;
38
39 protected GamepadMappings.GamepadType mGamepadType;
40
41 // List of keycodes that can be sent by a standard gamepad. Standard gamepad can have
42 // buttons as per the spec:
43 // https://dvcs.w3.org/hg/gamepad/raw-file/default/gamepad.html#remapping
44 // Need to maintain this list to get input device capabilities. We query
45 // input devices with this list and device returns list mentioning which
46 // Keycodes out of these can be sent by a gamepad device.
47 private static final int[] standardGamepadKeyCodes = {
48 KeyEvent.KEYCODE_BUTTON_A, // Button 0
49 KeyEvent.KEYCODE_BUTTON_B, // Button 1
50 KeyEvent.KEYCODE_BUTTON_X, // Button 2
51 KeyEvent.KEYCODE_BUTTON_Y, // Button 3
52 KeyEvent.KEYCODE_BUTTON_L1, // Button 4
53 KeyEvent.KEYCODE_BUTTON_R1, // Button 5
54 KeyEvent.KEYCODE_BUTTON_L2, // Button 6
55 KeyEvent.KEYCODE_BUTTON_R2, // Button 7
56 KeyEvent.KEYCODE_BUTTON_SELECT, // Button 8
57 KeyEvent.KEYCODE_BUTTON_START, // Button 9
58 KeyEvent.KEYCODE_BUTTON_THUMBL, // Button 10
59 KeyEvent.KEYCODE_BUTTON_THUMBR, // Button 11
60 KeyEvent.KEYCODE_DPAD_UP, // Button 12
61 KeyEvent.KEYCODE_DPAD_DOWN, // Button 13
62 KeyEvent.KEYCODE_DPAD_LEFT, // Button 14
63 KeyEvent.KEYCODE_DPAD_RIGHT, // Button 15
64 KeyEvent.KEYCODE_BUTTON_MODE, // Button 16??
65 };
66
67 // Hash map of supported keycodes and their current value linearly
68 // normalized to the range [0.0 .. 1.0].
69 // 0.0 must mean fully unpressed, and 1.0 must mean fully pressed.
70 protected LinkedHashMap<Integer, Float> mKeyCodeValueMap = new LinkedHashMap <Integer, Float>();
71
72 GamepadDevice(int index, InputDevice inputDevice) {
73 mDeviceIndex = index;
74 mDeviceId = inputDevice.getId();
75 mDeviceName = inputDevice.getName();
76 mTimestamp = SystemClock.uptimeMillis();
77 // Get the total number of axes supported by gamepad.
78 int totalAxes = 0;
79 for (MotionRange range : inputDevice.getMotionRanges()) {
80 if ((range.getSource() & InputDevice.SOURCE_CLASS_JOYSTICK) != 0) {
81 totalAxes++;
82 }
83 }
84 // Get axis ids and initialize axes values.
85 mAxes = new int[totalAxes];
86 mAxisValues = new float[totalAxes];
87 int i = 0;
88 for (MotionRange range : inputDevice.getMotionRanges()) {
89 if ((range.getSource() & InputDevice.SOURCE_CLASS_JOYSTICK) != 0) {
90 mAxes[i] = range.getAxis();
91 mAxisValues[i] = 0.0f;
92 i++;
93 }
94 }
95 // Update supported buttons list.
96 KeyCharacterMap kcm = inputDevice.getKeyCharacterMap();
97 boolean[] deviceKeys = kcm.deviceHasKeys(standardGamepadKeyCodes);
98 for (int j = 0; j < standardGamepadKeyCodes.length; ++j) {
99 if (deviceKeys[j]) {
100 mKeyCodeValueMap.put(standardGamepadKeyCodes[j], 0.0f);
101 }
102 }
103
104 // When the user agent recognizes the attached inputDevice, it is recomm ended
105 // that it be remapped to a canonical ordering when possible. Devices
106 // that are not recognized should still be exposed in their raw form.
107 setGamepadType();
108 }
109
110 GamepadDevice() {}
111
112 protected void setGamepadType() {
113 if (isKnownShieldGamepad()) {
114 mGamepadType = GamepadMappings.GamepadType.Shield;
kbalazs 2014/02/20 00:48:24 I think it would be an improvement to represent ev
115 } else if (isKnownXBoxGamepad()) {
116 mGamepadType = GamepadMappings.GamepadType.XBox360;
117 } else {
118 // TODO: Add support for mapping other common gamepads to the standa rd gamepads.
119 mGamepadType = GamepadMappings.GamepadType.Unknown;
120 }
121 }
122
123 private boolean isKnownShieldGamepad() {
124 if (mDeviceName.contains("NVIDIA") && mDeviceName.contains("Controller") ) {
125 // Known shield gamepad should have mRawShieldAxes and mRawShieldBut tons.
126 if (mAxisValues.length == GamepadMappings.mRawShieldAxes &&
127 mKeyCodeValueMap.size() == GamepadMappings.mRawShieldBut tons) {
128 return true;
129 }
130 }
131 return false;
132 }
133
134 private boolean isKnownXBoxGamepad() {
135 if (mDeviceName.contains("Microsoft") && mDeviceName.contains("X-Box") & &
136 mDeviceName.contains("360") && mDeviceName.contains("pad")) {
137 // Known XBox gamepad should have mRawXBoxAxes and mRawXBoxButtons.
138 if (mAxisValues.length == GamepadMappings.mRawXBoxAxes &&
139 mKeyCodeValueMap.size() == GamepadMappings.mRawXBoxButtons) {
140 return true;
141 }
142 }
143 return false;
144 }
145
146 public int getId() { return mDeviceId; }
147
148 public String getName() { return mDeviceName; }
149
150 public int getIndex() { return mDeviceIndex; }
151
152 public long getTimestamp() { return mTimestamp; }
153
154 public float[] getAxes() {
155 if ( mGamepadType != GamepadMappings.GamepadType.Unknown) {
156 return GamepadMappings.mapToStandardGamepadAxes(mAxisValues, mGamepa dType);
157 }
158 return mAxisValues;
159 }
160
161 public float[] getButtons() {
162 int size = mKeyCodeValueMap.size();
163 float[] values = new float[size];
164 int i = 0;
165 Iterator itr = mKeyCodeValueMap.values().iterator();
166 while (itr.hasNext()) {
167 values[i++] = (Float)itr.next();
kbalazs 2014/02/20 00:48:24 For me it looks a bit fragile that you depend on t
168 }
169 if ( mGamepadType != GamepadMappings.GamepadType.Unknown) {
170 return GamepadMappings.mapToStandardGamepadButtons(values, mAxisValu es, mGamepadType);
171 }
172 return values;
173 }
174
175 public boolean updateForEvent(KeyEvent event) {
176 mTimestamp = SystemClock.uptimeMillis();
177 // Ignore event if it is not for standard gamepad key.
178 int keyCode = event.getKeyCode();
179 if (mKeyCodeValueMap.get(keyCode) == null) {
180 return true;
181 }
182 // Button value 0.0 must mean fully unpressed, and 1.0 must mean fully p ressed.
183 if (event.getAction() == KeyEvent.ACTION_DOWN) {
184 mKeyCodeValueMap.put(keyCode, 1.0f);
185 } else if (event.getAction() == KeyEvent.ACTION_UP) {
186 mKeyCodeValueMap.put(keyCode, 0.0f);
187 }
188
189 return true;
190 }
191
192 public boolean updateForEvent(MotionEvent event) {
193 mTimestamp = SystemClock.uptimeMillis();
194 // Update axes values.
195 for (int i = 0; i < mAxes.length; ++i) {
196 mAxisValues[i] = event.getAxisValue(mAxes[i]);
197 }
198 return true;
199 }
200
201 public boolean isKnownGamepadLayout() {
202 return mGamepadType != GamepadMappings.GamepadType.Unknown;
203 }
204 }
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