Chromium Code Reviews| OLD | NEW |
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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.content.Context; | |
| 8 import android.hardware.input.InputManager; | |
| 9 import android.hardware.input.InputManager.InputDeviceListener; | |
| 10 import android.view.InputDevice; | |
| 11 import android.view.InputEvent; | |
| 12 import android.view.KeyEvent; | |
| 13 import android.view.MotionEvent; | |
| 14 | |
| 15 import org.chromium.base.CalledByNative; | |
| 16 import org.chromium.base.JNINamespace; | |
| 17 import org.chromium.base.ThreadUtils; | |
| 18 | |
| 19 /* | |
| 20 * Class to manage connected gamepad devices list. | |
| 21 */ | |
| 22 @JNINamespace("content") | |
| 23 class GamepadList implements InputDeviceListener { | |
| 24 private static final int MAX_GAMEPADS = 4; | |
| 25 private GamepadDevice[] mGamepadDevices = new GamepadDevice[MAX_GAMEPADS]; | |
| 26 protected boolean mHaveDevicesBeenInteractedWith = false; | |
| 27 private boolean mIsGamepadAccessed = false; | |
| 28 private final Object mLock = new Object(); | |
| 29 private InputManager mInputManager; | |
| 30 private int mAttachedToWindowCounter; | |
| 31 | |
| 32 private GamepadList() {} | |
| 33 | |
| 34 private void initializeDevices() { | |
| 35 // Get list of all the attached input devices. | |
| 36 int[] deviceIds = mInputManager.getInputDeviceIds(); | |
| 37 for (int i = 0; i < deviceIds.length; i++) { | |
| 38 InputDevice inputDevice = InputDevice.getDevice(deviceIds[i]); | |
| 39 // Check for gamepad device | |
| 40 if (isGamepadDevice(inputDevice)) { | |
| 41 // Register a new gamepad device. | |
| 42 registerGamepad(inputDevice); | |
| 43 } | |
| 44 } | |
| 45 // Register an input device listener. | |
| 46 mInputManager.registerInputDeviceListener(this, null); | |
| 47 } | |
| 48 | |
| 49 private static GamepadList sGamepadList = null; | |
| 50 | |
| 51 public static void onAttachedToWindow(Context context) { | |
| 52 assert ThreadUtils.runningOnUiThread(); | |
|
jdduke (slow)
2014/03/24 17:38:15
Do we have any guarantees that this method will be
SaurabhK
2014/03/26 16:10:07
On 2014/03/24 17:38:15, jdduke wrote:
Whenever a v
| |
| 53 createInstance(); | |
| 54 sGamepadList.attachedToWindow(context); | |
| 55 } | |
| 56 | |
| 57 private void attachedToWindow(Context context) { | |
| 58 if (mAttachedToWindowCounter++ == 0) { | |
| 59 synchronized (mLock) { | |
| 60 mInputManager = (InputManager) context.getSystemService(Context .INPUT_SERVICE); | |
|
jdduke (slow)
2014/03/24 17:38:15
mInputManager is only accessed on the UI thread, s
SaurabhK
2014/03/26 16:10:07
On 2014/03/24 17:38:15, jdduke wrote:
Done.
| |
| 61 initializeDevices(); | |
| 62 } | |
| 63 } | |
| 64 } | |
| 65 | |
| 66 public static void onDetachedFromWindow() { | |
| 67 assert ThreadUtils.runningOnUiThread(); | |
| 68 sGamepadList.detachedFromWindow(); | |
| 69 } | |
| 70 | |
| 71 private void detachedFromWindow() { | |
| 72 if (--mAttachedToWindowCounter == 0) { | |
| 73 synchronized (mLock) { | |
| 74 for (int i = 0; i < MAX_GAMEPADS; ++i) { | |
| 75 mGamepadDevices[i] = null; | |
| 76 } | |
| 77 } | |
| 78 mInputManager.unregisterInputDeviceListener(this); | |
| 79 mInputManager = null; | |
| 80 } | |
| 81 } | |
| 82 | |
| 83 // Override InputDeviceListener methods | |
| 84 @Override | |
| 85 public void onInputDeviceChanged(int deviceId) { | |
| 86 } | |
| 87 | |
| 88 @Override | |
| 89 public void onInputDeviceRemoved(int deviceId) { | |
| 90 synchronized (mLock) { | |
| 91 unregisterGamepad(deviceId); | |
| 92 } | |
| 93 } | |
| 94 | |
| 95 @Override | |
| 96 public void onInputDeviceAdded(int deviceId) { | |
| 97 InputDevice inputDevice = InputDevice.getDevice(deviceId); | |
| 98 synchronized (mLock) { | |
| 99 if (isGamepadDevice(inputDevice)) | |
|
jdduke (slow)
2014/03/24 17:38:15
Please pull this check outside the lock, and early
SaurabhK
2014/03/26 16:10:07
On 2014/03/24 17:38:15, jdduke wrote:
Done.
| |
| 100 registerGamepad(inputDevice); | |
| 101 } | |
| 102 } | |
| 103 | |
| 104 public static void createInstance() { | |
| 105 if (sGamepadList == null) { | |
| 106 sGamepadList = new GamepadList(); | |
| 107 } | |
| 108 } | |
| 109 | |
| 110 private int getDeviceCount() { | |
| 111 int count = 0; | |
| 112 for (int i = 0; i < MAX_GAMEPADS; ++i) { | |
| 113 if (getDevice(i) != null) { | |
| 114 count++; | |
| 115 } | |
| 116 } | |
| 117 return count; | |
| 118 } | |
| 119 | |
| 120 private String getMapping(int index) { | |
| 121 return getDevice(index).getMapping(); | |
| 122 } | |
| 123 | |
| 124 private String getDeviceName(int index) { | |
| 125 return getDevice(index).getName(); | |
| 126 } | |
| 127 | |
| 128 private long getDeviceTimestamp(int index) { | |
| 129 return getDevice(index).getTimestamp(); | |
| 130 } | |
| 131 | |
| 132 private float[] getDeviceAxes(int index) { | |
| 133 return getDevice(index).getAxes(); | |
| 134 } | |
| 135 | |
| 136 private float[] getDeviceButtons(int index) { | |
| 137 return getDevice(index).getButtons(); | |
| 138 } | |
| 139 | |
| 140 private boolean isDeviceConnected(int index) { | |
| 141 if (index < MAX_GAMEPADS && getDevice(index) != null) { | |
| 142 return true; | |
| 143 } | |
| 144 return false; | |
| 145 } | |
| 146 | |
| 147 public GamepadDevice getDeviceById(int deviceId) { | |
|
jdduke (slow)
2014/03/24 17:38:15
Why is this public? Any public member that accesse
SaurabhK
2014/03/26 16:10:07
On 2014/03/24 17:38:15, jdduke wrote:
Changing it
| |
| 148 for (int i = 0; i < MAX_GAMEPADS; ++i) { | |
| 149 GamepadDevice gamepad = mGamepadDevices[i]; | |
| 150 if (gamepad != null && gamepad.getId() == deviceId) { | |
| 151 return gamepad; | |
| 152 } | |
| 153 } | |
| 154 return null; | |
| 155 } | |
| 156 | |
| 157 public GamepadDevice getDevice(int index) { | |
|
jdduke (slow)
2014/03/24 17:38:15
Again, why public?
SaurabhK
2014/03/26 16:10:07
On 2014/03/24 17:38:15, jdduke wrote:
Done.
| |
| 158 // Maximum 4 Gamepads can be connected at a time starting at index zero. | |
| 159 assert index >= 0 && index <= MAX_GAMEPADS - 1; | |
|
jdduke (slow)
2014/03/24 17:38:15
index < MAX_GAMEPADS
SaurabhK
2014/03/26 16:10:07
On 2014/03/24 17:38:15, jdduke wrote:
Done.
| |
| 160 return mGamepadDevices[index]; | |
| 161 } | |
| 162 | |
| 163 public static boolean dispatchKeyEvent(KeyEvent event) { | |
| 164 if (sGamepadList.mIsGamepadAccessed && sGamepadList.isGamepadEvent(event )) | |
|
jdduke (slow)
2014/03/24 17:38:15
These public static methods are accessing shared d
SaurabhK
2014/03/26 16:10:07
On 2014/03/24 17:38:15, jdduke wrote:
Done.
| |
| 165 return sGamepadList.updateForEvent(event); | |
| 166 return false; | |
| 167 } | |
| 168 | |
| 169 private boolean updateForEvent(KeyEvent event) { | |
| 170 synchronized (mLock) { | |
| 171 GamepadDevice gamepad = getGamepadForEvent(event); | |
| 172 if (gamepad != null) { | |
| 173 mHaveDevicesBeenInteractedWith = true; | |
|
jdduke (slow)
2014/03/24 17:38:15
Why not store this variable in each GamepadDevice?
SaurabhK
2014/03/26 16:10:07
On 2014/03/24 17:38:15, jdduke wrote:
Now storing
| |
| 174 return gamepad.updateForEvent(event); | |
| 175 } | |
| 176 return false; | |
| 177 } | |
| 178 } | |
| 179 | |
| 180 public static boolean onGenericMotionEvent(MotionEvent event) { | |
| 181 if (sGamepadList.mIsGamepadAccessed && sGamepadList.isGamepadEvent(event )) | |
| 182 return sGamepadList.updateForEvent(event); | |
| 183 return false; | |
| 184 } | |
| 185 | |
| 186 private boolean updateForEvent(MotionEvent event) { | |
| 187 synchronized (mLock) { | |
| 188 GamepadDevice gamepad = getGamepadForEvent(event); | |
| 189 if (gamepad != null) { | |
| 190 mHaveDevicesBeenInteractedWith = true; | |
| 191 return gamepad.updateForEvent(event); | |
| 192 } | |
| 193 return false; | |
| 194 } | |
| 195 } | |
| 196 | |
| 197 protected int getNextAvailableIndex() { | |
| 198 // When multiple gamepads are connected to a user agent, indices must be assigned on a | |
| 199 // first-come first-serve basis, starting at zero. If a gamepad is disco nnected, previously | |
| 200 // assigned indices must not be reassigned to gamepads that continue to be connected. | |
| 201 // However, if a gamepad is disconnected, and subsequently the same or a different | |
| 202 // gamepad is then connected, index entries must be reused. | |
| 203 | |
| 204 for (int i = 0; i < MAX_GAMEPADS; ++i) { | |
| 205 if (getDevice(i) == null) { | |
| 206 return i; | |
| 207 } | |
| 208 } | |
| 209 // Reached maximum gamepads limit. | |
| 210 return -1; | |
| 211 } | |
| 212 | |
| 213 protected boolean registerGamepad(InputDevice inputDevice) { | |
| 214 int index = getNextAvailableIndex(); | |
| 215 if (index == -1) { | |
| 216 return false; // invalid index | |
| 217 } | |
| 218 | |
| 219 GamepadDevice gamepad = new GamepadDevice(index, inputDevice); | |
| 220 mGamepadDevices[index] = gamepad; | |
| 221 return true; | |
| 222 } | |
| 223 | |
| 224 protected void unregisterGamepad(int deviceId) { | |
| 225 GamepadDevice gamepadDevice = getDeviceById(deviceId); | |
| 226 if (gamepadDevice == null) { | |
| 227 return; // Not a registered device. | |
| 228 } | |
| 229 int index = gamepadDevice.getIndex(); | |
| 230 mGamepadDevices[index] = null; | |
| 231 } | |
| 232 | |
| 233 private boolean isGamepadDevice(InputDevice inputDevice) { | |
|
jdduke (slow)
2014/03/24 17:38:15
This method can be static.
SaurabhK
2014/03/26 16:10:07
On 2014/03/24 17:38:15, jdduke wrote:
Done.
| |
| 234 int sources = inputDevice.getSources(); | |
| 235 if ((sources & InputDevice.SOURCE_JOYSTICK) == InputDevice.SOURCE_JO YSTICK ) { | |
| 236 //Found gamepad device | |
| 237 return true; | |
| 238 } | |
| 239 return false; | |
| 240 } | |
| 241 | |
| 242 private GamepadDevice getGamepadForEvent(InputEvent event) { | |
| 243 int deviceId = event.getDeviceId(); | |
| 244 GamepadDevice gamepad = getDeviceById(deviceId); | |
| 245 return gamepad; | |
| 246 } | |
| 247 | |
| 248 private boolean isGamepadEvent(MotionEvent event) { | |
|
jdduke (slow)
2014/03/24 17:38:15
This method can be static.
SaurabhK
2014/03/26 16:10:07
On 2014/03/24 17:38:15, jdduke wrote:
Done.
| |
| 249 if ((event.getSource() & InputDevice.SOURCE_JOYSTICK) == InputDevice.SOU RCE_JOYSTICK) { | |
| 250 return true; | |
| 251 } | |
| 252 return false; | |
| 253 } | |
| 254 | |
| 255 // Returns true if event's keycode corresponds to a gamepad key. | |
| 256 // Specific handling for dpad keys is required because | |
| 257 // KeyEvent.isGamepadButton doesn't consider dpad keys. | |
| 258 public boolean isGamepadEvent(KeyEvent event) { | |
|
jdduke (slow)
2014/03/26 16:37:58
Hmm, is this accessed anywhere else? If not, pleas
SaurabhK
2014/03/27 13:32:31
On 2014/03/26 16:37:58, jdduke wrote:
Made private
| |
| 259 int keyCode = event.getKeyCode(); | |
| 260 switch (keyCode) { | |
| 261 case KeyEvent.KEYCODE_DPAD_UP: | |
| 262 case KeyEvent.KEYCODE_DPAD_DOWN: | |
| 263 case KeyEvent.KEYCODE_DPAD_LEFT: | |
| 264 case KeyEvent.KEYCODE_DPAD_RIGHT: | |
| 265 return true; | |
| 266 default: | |
| 267 return KeyEvent.isGamepadButton(keyCode); | |
| 268 } | |
| 269 } | |
| 270 | |
| 271 @CalledByNative | |
| 272 static void getGamepadData(long gamepads) { | |
| 273 assert sGamepadList != null; | |
| 274 sGamepadList.grabGamepadData(gamepads); | |
| 275 } | |
| 276 | |
| 277 private void grabGamepadData(long gamepads) { | |
| 278 synchronized (mLock) { | |
| 279 for (int i = 0; i < MAX_GAMEPADS; i++) { | |
| 280 if (mHaveDevicesBeenInteractedWith && isDeviceConnected(i)) { | |
| 281 getDevice(i).mapButtonsAndAxes(); | |
| 282 nativeSetGamepadData(gamepads, i, getMapping(i), true, | |
|
jdduke (slow)
2014/03/24 17:38:15
Why all these helper methods? Why not do something
SaurabhK
2014/03/26 16:10:07
On 2014/03/24 17:38:15, jdduke wrote:
Done.
| |
| 283 getDeviceName(i), getDeviceTimestamp(i) , getDeviceAxes(i), | |
| 284 getDeviceButtons(i)); | |
| 285 } | |
| 286 else | |
| 287 nativeSetGamepadData(gamepads, i, null, false, null, 0, null , null); | |
| 288 } | |
| 289 } | |
| 290 } | |
| 291 | |
| 292 @CalledByNative | |
| 293 static void notifyForGamepadsAccess(boolean isaccesspaused) { | |
|
jdduke (slow)
2014/03/26 16:37:58
Nit: isAccessPaused.
SaurabhK
2014/03/27 13:32:31
On 2014/03/26 16:37:58, jdduke wrote:
Done.
| |
| 294 assert sGamepadList != null; | |
| 295 synchronized (sGamepadList.mLock) { | |
| 296 sGamepadList.mIsGamepadAccessed = !isaccesspaused; | |
|
jdduke (slow)
2014/03/26 16:37:58
It feels a little funky locking the static instanc
SaurabhK
2014/03/27 13:32:31
On 2014/03/26 16:37:58, jdduke wrote:
Done.
| |
| 297 if (isaccesspaused) { | |
| 298 for (int i = 0; i < MAX_GAMEPADS; i++) { | |
| 299 GamepadDevice gamepadDevice = sGamepadList.getDevice(i); | |
| 300 if(gamepadDevice != null) | |
| 301 gamepadDevice.clearData(); | |
| 302 } | |
| 303 } | |
| 304 } | |
| 305 } | |
| 306 | |
| 307 private native void nativeSetGamepadData(long gamepads, | |
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jdduke (slow)
2014/03/24 17:38:15
Please rename all |gamepads| references to |native
SaurabhK
2014/03/26 16:10:07
On 2014/03/24 17:38:15, jdduke wrote:
Is it neede
jdduke (slow)
2014/03/26 16:37:58
Hmm, I think that's a convention, but I don't feel
| |
| 308 int index, | |
| 309 String mapping, | |
| 310 boolean connected, | |
| 311 String devicename, | |
| 312 long timestamp, | |
| 313 float[] axes, | |
| 314 float[] buttons); | |
| 315 | |
| 316 } | |
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