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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 org.chromium.content.browser.input.CanonicalAxisIndex; | |
14 import org.chromium.content.browser.input.CanonicalButtonIndex; | |
15 | |
16 import java.util.Arrays; | |
17 import java.util.Iterator; | |
18 import java.util.LinkedHashMap; | |
19 | |
20 /* | |
21 * Class to manage information related to each connected gamepad device. | |
22 */ | |
23 | |
24 class GamepadDevice { | |
25 // An id for the gamepad. | |
26 private int mDeviceId; | |
27 // The index of the gamepad in the Navigator. | |
28 private int mDeviceIndex; | |
29 // Last time the data for this gamepad was updated. | |
30 private long mTimestamp; | |
31 // If this gamepad is mapped to standard gamepad? | |
32 private String mMapping; | |
33 | |
34 // Array of values for all axes of the gamepad. | |
35 // All axis values must be linearly normalized to the range [-1.0 .. 1.0]. | |
36 // As appropriate, -1.0 should correspond to "up" or "left", and 1.0 | |
37 // should correspond to "down" or "right". | |
38 private float[] mAxisValues; | |
39 | |
40 private float[] mButtonsValues; | |
41 | |
42 // When the user agent recognizes the attached inputDevice, it is recommende d | |
43 // that it be remapped to a canonical ordering when possible. Devices that a re | |
44 // not recognized should still be exposed in their raw form. Therefore we mu st | |
45 // pass the raw Button and raw Axis values. | |
46 private float[] mRawButtons; | |
47 private float[] mRawAxes; | |
48 | |
49 // An identification string for the gamepad. | |
50 private String mDeviceName; | |
51 | |
52 // Array of axes ids. | |
53 private int[] mAxes; | |
54 | |
55 // List of keycodes that can be sent by a standard gamepad. Standard gamepad can have | |
56 // buttons as per the spec: | |
57 // https://dvcs.w3.org/hg/gamepad/raw-file/default/gamepad.html#remapping | |
58 // Need to maintain this list to get input device capabilities. We query | |
59 // input devices with this list and device returns list mentioning which | |
60 // Keycodes out of these can be sent by a gamepad device. | |
61 private static final int[] standardGamepadKeyCodes = { | |
62 KeyEvent.KEYCODE_BUTTON_A, // Button 0 | |
63 KeyEvent.KEYCODE_BUTTON_B, // Button 1 | |
64 KeyEvent.KEYCODE_BUTTON_X, // Button 2 | |
65 KeyEvent.KEYCODE_BUTTON_Y, // Button 3 | |
66 KeyEvent.KEYCODE_BUTTON_L1, // Button 4 | |
67 KeyEvent.KEYCODE_BUTTON_R1, // Button 5 | |
68 KeyEvent.KEYCODE_BUTTON_L2, // Button 6 | |
69 KeyEvent.KEYCODE_BUTTON_R2, // Button 7 | |
70 KeyEvent.KEYCODE_BUTTON_SELECT, // Button 8 | |
71 KeyEvent.KEYCODE_BUTTON_START, // Button 9 | |
72 KeyEvent.KEYCODE_BUTTON_THUMBL, // Button 10 | |
73 KeyEvent.KEYCODE_BUTTON_THUMBR, // Button 11 | |
74 KeyEvent.KEYCODE_DPAD_UP, // Button 12 | |
75 KeyEvent.KEYCODE_DPAD_DOWN, // Button 13 | |
76 KeyEvent.KEYCODE_DPAD_LEFT, // Button 14 | |
77 KeyEvent.KEYCODE_DPAD_RIGHT, // Button 15 | |
78 KeyEvent.KEYCODE_BUTTON_MODE, // Button 16?? | |
79 }; | |
80 | |
81 // Hash map of supported keycodes and their current value linearly | |
82 // normalized to the range [0.0 .. 1.0]. | |
83 // 0.0 must mean fully unpressed, and 1.0 must mean fully pressed. | |
84 private LinkedHashMap<Integer, Float> mKeyCodeValueMap = new LinkedHashMap<I nteger, Float>(); | |
85 | |
86 GamepadDevice(int index, InputDevice inputDevice) { | |
87 mDeviceIndex = index; | |
88 mDeviceId = inputDevice.getId(); | |
89 mDeviceName = inputDevice.getName(); | |
90 mTimestamp = SystemClock.uptimeMillis(); | |
91 mMapping = " "; | |
92 mButtonsValues = new float[CanonicalButtonIndex.NUM_CANONICAL_BUTTONS]; | |
93 mAxisValues = new float[CanonicalAxisIndex.NUM_CANONICAL_AXES]; | |
94 // Get the total number of axes supported by gamepad. | |
95 int totalAxes = 0; | |
96 for (MotionRange range : inputDevice.getMotionRanges()) { | |
97 if ((range.getSource() & InputDevice.SOURCE_CLASS_JOYSTICK) != 0) { | |
98 totalAxes++; | |
99 } | |
100 } | |
101 // Get axis ids and initialize axes values. | |
102 mAxes = new int[totalAxes]; | |
103 mRawAxes = new float[totalAxes]; | |
104 int i = 0; | |
105 for (MotionRange range : inputDevice.getMotionRanges()) { | |
106 if ((range.getSource() & InputDevice.SOURCE_CLASS_JOYSTICK) != 0) { | |
107 mAxes[i] = range.getAxis(); | |
108 mRawAxes[i] = 0.0f; | |
109 i++; | |
110 } | |
111 } | |
112 // Update supported buttons list. | |
113 boolean[] deviceKeys = inputDevice.hasKeys(standardGamepadKeyCodes); | |
114 for (int j = 0; j < standardGamepadKeyCodes.length; ++j) { | |
115 if (deviceKeys[j]) { | |
116 mKeyCodeValueMap.put(standardGamepadKeyCodes[j], 0.0f); | |
117 } | |
118 } | |
119 mRawButtons = new float[mKeyCodeValueMap.size()]; | |
120 } | |
121 | |
122 GamepadDevice() {} | |
123 | |
124 /** | |
125 * Map the axes and buttons of a gamepad device to a standard gamepad format. | |
126 */ | |
127 public void mapButtonsAndAxes() { | |
128 int i = 0; | |
129 Iterator itr = mKeyCodeValueMap.values().iterator(); | |
130 while (itr.hasNext()) { | |
131 mRawButtons[i++] = (Float)itr.next(); | |
132 } | |
133 mMapping = GamepadMappings.mapToStandardGamepad(mAxisValues, mButtonsVal ues, mRawAxes, | |
jdduke (slow)
2014/04/04 15:10:17
I still don't understand why we're assigning |mMap
SaurabhK
2014/04/11 14:41:42
On 2014/04/04 15:10:17, jdduke wrote:
As earlier
| |
134 mRawButtons, | |
135 mDeviceName) ? "standard " : " "; | |
136 } | |
137 | |
138 /** | |
139 * @return Device Id of the gamepad device. | |
140 */ | |
141 public int getId() { return mDeviceId; } | |
142 | |
143 /** | |
144 * @return Mapping status of the gamepad device. | |
145 */ | |
146 public String getMapping() { return mMapping; } | |
147 | |
148 /** | |
149 * @return Device name of the gamepad device. | |
150 */ | |
151 public String getName() { return mDeviceName; } | |
152 | |
153 /** | |
154 * @return Device index of the gamepad device. | |
155 */ | |
156 public int getIndex() { return mDeviceIndex; } | |
157 | |
158 /** | |
159 * @return The timestamp when the gamepad device was last interacted. | |
160 */ | |
161 public long getTimestamp() { return mTimestamp; } | |
162 | |
163 /** | |
164 * @return The axes state of the gamepad device. | |
165 */ | |
166 public float[] getAxes() { | |
167 if (mMapping.equals("standard")) | |
168 return mAxisValues; | |
169 else | |
170 return mRawAxes; | |
171 } | |
172 | |
173 /** | |
174 * @return The buttons state of the gamepad device. | |
175 */ | |
176 public float[] getButtons() { | |
177 if (mMapping.equals("standard")) | |
178 return mButtonsValues; | |
179 else | |
180 return mRawButtons; | |
181 } | |
182 | |
183 /** | |
184 * Reset the axes and buttons data of the gamepad device everytime gamepad da ta access is | |
185 * paused. | |
186 */ | |
187 public void clearData() { | |
188 Arrays.fill(mAxisValues, 0); | |
189 Arrays.fill(mRawAxes, 0); | |
190 Arrays.fill(mButtonsValues, 0); | |
191 Arrays.fill(mRawButtons, 0); | |
192 } | |
193 | |
194 /** | |
195 * Handles key event from the gamepad device. | |
196 * @return True if the key event from the gamepad device has been consumed. | |
197 */ | |
198 public boolean updateForEvent(KeyEvent event) { | |
199 // Ignore event if it is not for standard gamepad key. | |
200 int keyCode = event.getKeyCode(); | |
201 if (mKeyCodeValueMap.get(keyCode) == null) { | |
202 return false; | |
203 } | |
204 // Button value 0.0 must mean fully unpressed, and 1.0 must mean fully p ressed. | |
205 if (event.getAction() == KeyEvent.ACTION_DOWN) { | |
206 mKeyCodeValueMap.put(keyCode, 1.0f); | |
207 } else if (event.getAction() == KeyEvent.ACTION_UP) { | |
208 mKeyCodeValueMap.put(keyCode, 0.0f); | |
209 } | |
210 mTimestamp = event.getEventTime(); | |
211 | |
212 return true; | |
213 } | |
214 | |
215 /** | |
216 * Handles motion event from the gamepad device. | |
217 * @return True if the motion event from the gamepad device has been consumed . | |
218 */ | |
219 public boolean updateForEvent(MotionEvent event) { | |
220 // Update axes values. | |
221 for (int i = 0; i < mAxes.length; ++i) { | |
222 mRawAxes[i] = event.getAxisValue(mAxes[i]); | |
223 } | |
224 mTimestamp = event.getEventTime(); | |
225 return true; | |
226 } | |
227 } | |
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