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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.KeyEvent;
11 import android.view.MotionEvent;
12
13 import java.util.Iterator;
14 import java.util.LinkedHashMap;
15
16 /*
17 * Class to manage information related to each connected gamepad device.
18 */
19
20 class GamepadDevice {
21 // An id for the gamepad.
22 protected int mDeviceId;
23 // The index of the gamepad in the Navigator.
24 protected int mDeviceIndex;
25 // An identification string for the gamepad.
26 protected String mDeviceName;
27 // Last time the data for this gamepad was updated.
28 protected long mTimestamp;
29
30 // Array of values for all axes of the gamepad.
31 // All axis values must be linearly normalized to the range [-1.0 .. 1.0].
32 // As appropriate, -1.0 should correspond to "up" or "left", and 1.0
33 // should correspond to "down" or "right".
34 protected float[] mAxisValues;
35 // Array of axes ids.
36 private int[] mAxes;
37
38 protected GamepadMappings.GamepadType mGamepadType;
39
40 // List of keycodes that can be sent by a standard gamepad. Standard gamepad can have
41 // buttons as per the spec:
42 // https://dvcs.w3.org/hg/gamepad/raw-file/default/gamepad.html#remapping
43 // Need to maintain this list to get input device capabilities. We query
44 // input devices with this list and device returns list mentioning which
45 // Keycodes out of these can be sent by a gamepad device.
46 private static final int[] standardGamepadKeyCodes = {
bajones 2014/02/28 23:56:11 This is more-or-less a duplicate of the StandardBu
SaurabhK 2014/03/11 17:39:27 On 2014/02/28 23:56:11, bajones wrote: I have to
47 KeyEvent.KEYCODE_BUTTON_A, // Button 0
48 KeyEvent.KEYCODE_BUTTON_B, // Button 1
49 KeyEvent.KEYCODE_BUTTON_X, // Button 2
50 KeyEvent.KEYCODE_BUTTON_Y, // Button 3
51 KeyEvent.KEYCODE_BUTTON_L1, // Button 4
52 KeyEvent.KEYCODE_BUTTON_R1, // Button 5
53 KeyEvent.KEYCODE_BUTTON_L2, // Button 6
54 KeyEvent.KEYCODE_BUTTON_R2, // Button 7
55 KeyEvent.KEYCODE_BUTTON_SELECT, // Button 8
56 KeyEvent.KEYCODE_BUTTON_START, // Button 9
57 KeyEvent.KEYCODE_BUTTON_THUMBL, // Button 10
58 KeyEvent.KEYCODE_BUTTON_THUMBR, // Button 11
59 KeyEvent.KEYCODE_DPAD_UP, // Button 12
60 KeyEvent.KEYCODE_DPAD_DOWN, // Button 13
61 KeyEvent.KEYCODE_DPAD_LEFT, // Button 14
62 KeyEvent.KEYCODE_DPAD_RIGHT, // Button 15
63 KeyEvent.KEYCODE_BUTTON_MODE, // Button 16??
64 };
65
66 // Hash map of supported keycodes and their current value linearly
67 // normalized to the range [0.0 .. 1.0].
68 // 0.0 must mean fully unpressed, and 1.0 must mean fully pressed.
69 protected LinkedHashMap<Integer, Float> mKeyCodeValueMap = new LinkedHashMap <Integer, Float>();
70
71 GamepadDevice(int index, InputDevice inputDevice) {
72 mDeviceIndex = index;
73 mDeviceId = inputDevice.getId();
74 mDeviceName = inputDevice.getName();
75 mTimestamp = SystemClock.uptimeMillis();
76 // Get the total number of axes supported by gamepad.
77 int totalAxes = 0;
78 for (MotionRange range : inputDevice.getMotionRanges()) {
79 if ((range.getSource() & InputDevice.SOURCE_CLASS_JOYSTICK) != 0) {
80 totalAxes++;
81 }
82 }
83 // Get axis ids and initialize axes values.
84 mAxes = new int[totalAxes];
85 mAxisValues = new float[totalAxes];
86 int i = 0;
87 for (MotionRange range : inputDevice.getMotionRanges()) {
88 if ((range.getSource() & InputDevice.SOURCE_CLASS_JOYSTICK) != 0) {
89 mAxes[i] = range.getAxis();
90 mAxisValues[i] = 0.0f;
91 i++;
92 }
93 }
94 // Update supported buttons list.
95 boolean[] deviceKeys = inputDevice.hasKeys(standardGamepadKeyCodes);
96 for (int j = 0; j < standardGamepadKeyCodes.length; ++j) {
97 if (deviceKeys[j]) {
98 mKeyCodeValueMap.put(standardGamepadKeyCodes[j], 0.0f);
99 }
100 }
101
102 // When the user agent recognizes the attached inputDevice, it is recomm ended
103 // that it be remapped to a canonical ordering when possible. Devices
104 // that are not recognized should still be exposed in their raw form.
105 setGamepadType();
106 }
107
108 GamepadDevice() {}
109
110 protected void setGamepadType() {
bajones 2014/02/28 23:56:11 I'd rather this logic occur in the GamepadMappings
SaurabhK 2014/03/11 17:39:27 On 2014/02/28 23:56:11, bajones wrote: Done.
111 if (isKnownShieldGamepad()) {
112 mGamepadType = GamepadMappings.GamepadType.Shield;
113 } else if (isKnownXBoxGamepad()) {
114 mGamepadType = GamepadMappings.GamepadType.XBox360;
115 } else {
116 // TODO: Add support for mapping other common gamepads to the standa rd gamepads.
117 mGamepadType = GamepadMappings.GamepadType.Unknown;
118 }
119 }
120
121 private boolean isKnownShieldGamepad() {
122 if (mDeviceName.contains("NVIDIA") && mDeviceName.contains("Controller") ) {
bajones 2014/02/28 23:56:11 This feels imprecise. If NVIDIA ever makes another
SaurabhK 2014/03/11 17:39:27 On 2014/02/28 23:56:11, bajones wrote: Done.
123 // Known shield gamepad should have mRawShieldAxes and mRawShieldBut tons.
124 if (mAxisValues.length == GamepadMappings.mRawShieldAxes &&
125 mKeyCodeValueMap.size() == GamepadMappings.mRawShieldBut tons) {
126 return true;
127 }
128 }
129 return false;
130 }
131
132 private boolean isKnownXBoxGamepad() {
133 if (mDeviceName.contains("Microsoft") && mDeviceName.contains("X-Box") & &
134 mDeviceName.contains("360") && mDeviceName.contains("pad")) {
135 // Known XBox gamepad should have mRawXBoxAxes and mRawXBoxButtons.
136 if (mAxisValues.length == GamepadMappings.mRawXBoxAxes &&
137 mKeyCodeValueMap.size() == GamepadMappings.mRawXBoxButtons) {
138 return true;
139 }
140 }
141 return false;
142 }
143
144 public int getId() { return mDeviceId; }
145
146 public String getName() { return mDeviceName; }
147
148 public int getIndex() { return mDeviceIndex; }
149
150 public long getTimestamp() { return mTimestamp; }
151
152 public float[] getAxes() {
153 if ( mGamepadType != GamepadMappings.GamepadType.Unknown) {
154 return GamepadMappings.mapToStandardGamepadAxes(mAxisValues, mGamepa dType);
155 }
156 return mAxisValues;
157 }
158
159 public float[] getButtons() {
160 int size = mKeyCodeValueMap.size();
161 float[] values = new float[size];
162 int i = 0;
163 Iterator itr = mKeyCodeValueMap.values().iterator();
164 while (itr.hasNext()) {
165 values[i++] = (Float)itr.next();
166 }
167 if ( mGamepadType != GamepadMappings.GamepadType.Unknown) {
168 return GamepadMappings.mapToStandardGamepadButtons(values, mAxisValu es, mGamepadType);
169 }
170 return values;
171 }
172
173 public boolean updateForEvent(KeyEvent event) {
174 mTimestamp = SystemClock.uptimeMillis();
175 // Ignore event if it is not for standard gamepad key.
176 int keyCode = event.getKeyCode();
177 if (mKeyCodeValueMap.get(keyCode) == null) {
178 return true;
179 }
180 // Button value 0.0 must mean fully unpressed, and 1.0 must mean fully p ressed.
181 if (event.getAction() == KeyEvent.ACTION_DOWN) {
182 mKeyCodeValueMap.put(keyCode, 1.0f);
183 } else if (event.getAction() == KeyEvent.ACTION_UP) {
184 mKeyCodeValueMap.put(keyCode, 0.0f);
185 }
186
187 return true;
188 }
189
190 public boolean updateForEvent(MotionEvent event) {
191 mTimestamp = SystemClock.uptimeMillis();
192 // Update axes values.
193 for (int i = 0; i < mAxes.length; ++i) {
194 mAxisValues[i] = event.getAxisValue(mAxes[i]);
195 }
196 return true;
197 }
198
199 public boolean isKnownGamepadLayout() {
200 return mGamepadType != GamepadMappings.GamepadType.Unknown;
201 }
202 }
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