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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; | |
Ted C
2014/04/04 18:52:18
for all these gamepage files, can you move them in
SaurabhK
2014/04/11 14:41:42
On 2014/04/04 18:52:18, Ted C wrote:
Done.
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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 | |
18 /* | |
Ted C
2014/04/04 18:52:18
for javadocs, the starting token is /**
SaurabhK
2014/04/11 14:41:42
On 2014/04/04 18:52:18, Ted C wrote:
Done.
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19 * Class to manage information related to each connected gamepad device. | |
20 */ | |
21 | |
Ted C
2014/04/04 18:52:18
remove blank line
SaurabhK
2014/04/11 14:41:42
On 2014/04/04 18:52:18, Ted C wrote:
Done.
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22 class GamepadDevice { | |
23 // An id for the gamepad. | |
24 private int mDeviceId; | |
25 // The index of the gamepad in the Navigator. | |
26 private int mDeviceIndex; | |
27 // Last time the data for this gamepad was updated. | |
28 private long mTimestamp; | |
29 // If this gamepad is mapped to standard gamepad? | |
30 private String mMapping; | |
31 | |
32 // Array of values for all axes of the gamepad. | |
33 // All axis values must be linearly normalized to the range [-1.0 .. 1.0]. | |
34 // As appropriate, -1.0 should correspond to "up" or "left", and 1.0 | |
35 // should correspond to "down" or "right". | |
36 private float[] mAxisValues; | |
37 | |
38 private float[] mButtonsValues; | |
39 | |
40 // When the user agent recognizes the attached inputDevice, it is recommende d | |
41 // that it be remapped to a canonical ordering when possible. Devices that a re | |
42 // not recognized should still be exposed in their raw form. Therefore we mu st | |
43 // pass the raw Button and raw Axis values. | |
44 private float[] mRawButtons; | |
45 private float[] mRawAxes; | |
46 | |
47 // An identification string for the gamepad. | |
48 private String mDeviceName; | |
49 | |
50 // Array of axes ids. | |
51 private int[] mAxes; | |
52 | |
53 GamepadDevice(int index, InputDevice inputDevice) { | |
54 mDeviceIndex = index; | |
55 mDeviceId = inputDevice.getId(); | |
56 mDeviceName = inputDevice.getName(); | |
57 mTimestamp = SystemClock.uptimeMillis(); | |
58 mMapping = " "; | |
Ted C
2014/04/04 18:52:18
can you make " " and "standard" constants.
SaurabhK
2014/04/11 14:41:42
On 2014/04/04 18:52:18, Ted C wrote:
Now i am kee
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59 mButtonsValues = new float[CanonicalButtonIndex.NUM_CANONICAL_BUTTONS]; | |
60 mAxisValues = new float[CanonicalAxisIndex.NUM_CANONICAL_AXES]; | |
61 mRawButtons = new float[256]; | |
62 // Get the total number of axes supported by gamepad. | |
63 int totalAxes = 0; | |
64 for (MotionRange range : inputDevice.getMotionRanges()) { | |
65 if ((range.getSource() & InputDevice.SOURCE_CLASS_JOYSTICK) != 0) { | |
66 totalAxes++; | |
67 } | |
68 } | |
69 // Get axis ids and initialize axes values. | |
70 mAxes = new int[totalAxes]; | |
71 mRawAxes = new float[totalAxes]; | |
72 int i = 0; | |
73 for (MotionRange range : inputDevice.getMotionRanges()) { | |
74 if ((range.getSource() & InputDevice.SOURCE_CLASS_JOYSTICK) != 0) { | |
75 mAxes[i] = range.getAxis(); | |
76 mRawAxes[i] = 0.0f; | |
77 i++; | |
78 } | |
79 } | |
80 } | |
81 | |
82 GamepadDevice() {} | |
Ted C
2014/04/04 18:52:18
why do you need the empty constructor?
SaurabhK
2014/04/11 14:41:42
On 2014/04/04 18:52:18, Ted C wrote:
Removed it.
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83 | |
84 /** | |
85 * Map the axes and buttons of a gamepad device to a standard gamepad format. | |
Ted C
2014/04/04 18:52:18
for these javadoc comments and below, the seond an
SaurabhK
2014/04/11 14:41:42
On 2014/04/04 18:52:18, Ted C wrote:
Done.
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86 */ | |
87 public void mapButtonsAndAxes() { | |
88 mMapping = GamepadMappings.mapToStandardGamepad(mAxisValues, mButtonsVal ues, mRawAxes, | |
Ted C
2014/04/04 18:52:18
style nit
in java, the indenting is different tha
SaurabhK
2014/04/11 14:41:42
On 2014/04/04 18:52:18, Ted C wrote:
Keeping all
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89 mRawButtons, | |
90 mDeviceName) ? "standard " : " "; | |
91 } | |
92 | |
93 /** | |
94 * @return Device Id of the gamepad device. | |
95 */ | |
96 public int getId() { return mDeviceId; } | |
97 | |
98 /** | |
99 * @return Mapping status of the gamepad device. | |
100 */ | |
101 public String getMapping() { return mMapping; } | |
102 | |
103 /** | |
104 * @return Device name of the gamepad device. | |
105 */ | |
106 public String getName() { return mDeviceName; } | |
107 | |
108 /** | |
109 * @return Device index of the gamepad device. | |
110 */ | |
111 public int getIndex() { return mDeviceIndex; } | |
112 | |
113 /** | |
114 * @return The timestamp when the gamepad device was last interacted. | |
115 */ | |
116 public long getTimestamp() { return mTimestamp; } | |
117 | |
118 /** | |
119 * @return The axes state of the gamepad device. | |
120 */ | |
121 public float[] getAxes() { | |
Ted C
2014/04/04 18:52:18
for consistency with the ones above, these two sho
SaurabhK
2014/04/11 14:41:42
On 2014/04/04 18:52:18, Ted C wrote:
Done.
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122 return mAxisValues; | |
123 } | |
124 | |
125 /** | |
126 * @return The buttons state of the gamepad device. | |
127 */ | |
128 public float[] getButtons() { | |
129 return mButtonsValues; | |
130 | |
Ted C
2014/04/04 18:52:18
remove extra blank line
SaurabhK
2014/04/11 14:41:42
On 2014/04/04 18:52:18, Ted C wrote:
Done.
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131 } | |
132 | |
133 /** | |
134 * Reset the axes and buttons data of the gamepad device everytime gamepad da ta access is | |
135 * paused. | |
136 */ | |
137 public void clearData() { | |
138 Arrays.fill(mAxisValues, 0); | |
139 Arrays.fill(mRawAxes, 0); | |
140 Arrays.fill(mButtonsValues, 0); | |
141 Arrays.fill(mRawButtons, 0); | |
142 } | |
143 | |
144 /** | |
145 * Handles key event from the gamepad device. | |
146 * @return True if the key event from the gamepad device has been consumed. | |
147 */ | |
148 public boolean updateForEvent(KeyEvent event) { | |
Ted C
2014/04/04 18:52:18
for consistency with android, I would call this ha
SaurabhK
2014/04/11 14:41:42
On 2014/04/04 18:52:18, Ted C wrote:
Done.
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149 // Ignore event if it is not for standard gamepad key. | |
150 if (!GamepadList.isGamepadEvent(event)) return false; | |
151 int keyCode = event.getKeyCode(); | |
152 assert keyCode < 256; | |
153 // Button value 0.0 must mean fully unpressed, and 1.0 must mean fully p ressed. | |
154 if (event.getAction() == KeyEvent.ACTION_DOWN) { | |
155 mRawButtons[keyCode] = 1.0f; | |
156 } else if (event.getAction() == KeyEvent.ACTION_UP) { | |
157 mRawButtons[keyCode] = 0.0f; | |
158 } | |
159 mTimestamp = event.getEventTime(); | |
160 | |
161 return true; | |
162 } | |
163 | |
164 /** | |
165 * Handles motion event from the gamepad device. | |
166 * @return True if the motion event from the gamepad device has been consumed . | |
167 */ | |
168 public boolean updateForEvent(MotionEvent event) { | |
169 // Update axes values. | |
Ted C
2014/04/04 18:52:18
does this need a corresponding isGamepadEvent like
SaurabhK
2014/04/11 14:41:42
On 2014/04/04 18:52:18, Ted C wrote:
Added a chec
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170 for (int i = 0; i < mAxes.length; ++i) { | |
Ted C
2014/04/04 18:52:18
i++ in java
SaurabhK
2014/04/11 14:41:42
On 2014/04/04 18:52:18, Ted C wrote:
Done.
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171 mRawAxes[i] = event.getAxisValue(mAxes[i]); | |
172 } | |
173 mTimestamp = event.getEventTime(); | |
174 return true; | |
175 } | |
176 | |
177 } | |
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