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Unified 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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Index: content/public/android/java/src/org/chromium/content/browser/GamepadDevice.java
diff --git a/content/public/android/java/src/org/chromium/content/browser/GamepadDevice.java b/content/public/android/java/src/org/chromium/content/browser/GamepadDevice.java
new file mode 100644
index 0000000000000000000000000000000000000000..ae34d48e9b5fa22873c157938cf32f2f8b217289
--- /dev/null
+++ b/content/public/android/java/src/org/chromium/content/browser/GamepadDevice.java
@@ -0,0 +1,202 @@
+// Copyright 2014 The Chromium Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+
+package org.chromium.content.browser;
+
+import android.os.SystemClock;
+import android.view.InputDevice;
+import android.view.InputDevice.MotionRange;
+import android.view.KeyEvent;
+import android.view.MotionEvent;
+
+import java.util.Iterator;
+import java.util.LinkedHashMap;
+
+/*
+ * Class to manage information related to each connected gamepad device.
+ */
+
+class GamepadDevice {
+ // An id for the gamepad.
+ protected int mDeviceId;
+ // The index of the gamepad in the Navigator.
+ protected int mDeviceIndex;
+ // An identification string for the gamepad.
+ protected String mDeviceName;
+ // Last time the data for this gamepad was updated.
+ protected long mTimestamp;
+
+ // Array of values for all axes of the gamepad.
+ // All axis values must be linearly normalized to the range [-1.0 .. 1.0].
+ // As appropriate, -1.0 should correspond to "up" or "left", and 1.0
+ // should correspond to "down" or "right".
+ protected float[] mAxisValues;
+ // Array of axes ids.
+ private int[] mAxes;
+
+ protected GamepadMappings.GamepadType mGamepadType;
+
+ // List of keycodes that can be sent by a standard gamepad. Standard gamepad can have
+ // buttons as per the spec:
+ // https://dvcs.w3.org/hg/gamepad/raw-file/default/gamepad.html#remapping
+ // Need to maintain this list to get input device capabilities. We query
+ // input devices with this list and device returns list mentioning which
+ // Keycodes out of these can be sent by a gamepad device.
+ 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
+ KeyEvent.KEYCODE_BUTTON_A, // Button 0
+ KeyEvent.KEYCODE_BUTTON_B, // Button 1
+ KeyEvent.KEYCODE_BUTTON_X, // Button 2
+ KeyEvent.KEYCODE_BUTTON_Y, // Button 3
+ KeyEvent.KEYCODE_BUTTON_L1, // Button 4
+ KeyEvent.KEYCODE_BUTTON_R1, // Button 5
+ KeyEvent.KEYCODE_BUTTON_L2, // Button 6
+ KeyEvent.KEYCODE_BUTTON_R2, // Button 7
+ KeyEvent.KEYCODE_BUTTON_SELECT, // Button 8
+ KeyEvent.KEYCODE_BUTTON_START, // Button 9
+ KeyEvent.KEYCODE_BUTTON_THUMBL, // Button 10
+ KeyEvent.KEYCODE_BUTTON_THUMBR, // Button 11
+ KeyEvent.KEYCODE_DPAD_UP, // Button 12
+ KeyEvent.KEYCODE_DPAD_DOWN, // Button 13
+ KeyEvent.KEYCODE_DPAD_LEFT, // Button 14
+ KeyEvent.KEYCODE_DPAD_RIGHT, // Button 15
+ KeyEvent.KEYCODE_BUTTON_MODE, // Button 16??
+ };
+
+ // Hash map of supported keycodes and their current value linearly
+ // normalized to the range [0.0 .. 1.0].
+ // 0.0 must mean fully unpressed, and 1.0 must mean fully pressed.
+ protected LinkedHashMap<Integer, Float> mKeyCodeValueMap = new LinkedHashMap<Integer, Float>();
+
+ GamepadDevice(int index, InputDevice inputDevice) {
+ mDeviceIndex = index;
+ mDeviceId = inputDevice.getId();
+ mDeviceName = inputDevice.getName();
+ mTimestamp = SystemClock.uptimeMillis();
+ // Get the total number of axes supported by gamepad.
+ int totalAxes = 0;
+ for (MotionRange range : inputDevice.getMotionRanges()) {
+ if ((range.getSource() & InputDevice.SOURCE_CLASS_JOYSTICK) != 0) {
+ totalAxes++;
+ }
+ }
+ // Get axis ids and initialize axes values.
+ mAxes = new int[totalAxes];
+ mAxisValues = new float[totalAxes];
+ int i = 0;
+ for (MotionRange range : inputDevice.getMotionRanges()) {
+ if ((range.getSource() & InputDevice.SOURCE_CLASS_JOYSTICK) != 0) {
+ mAxes[i] = range.getAxis();
+ mAxisValues[i] = 0.0f;
+ i++;
+ }
+ }
+ // Update supported buttons list.
+ boolean[] deviceKeys = inputDevice.hasKeys(standardGamepadKeyCodes);
+ for (int j = 0; j < standardGamepadKeyCodes.length; ++j) {
+ if (deviceKeys[j]) {
+ mKeyCodeValueMap.put(standardGamepadKeyCodes[j], 0.0f);
+ }
+ }
+
+ // When the user agent recognizes the attached inputDevice, it is recommended
+ // that it be remapped to a canonical ordering when possible. Devices
+ // that are not recognized should still be exposed in their raw form.
+ setGamepadType();
+ }
+
+ GamepadDevice() {}
+
+ 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.
+ if (isKnownShieldGamepad()) {
+ mGamepadType = GamepadMappings.GamepadType.Shield;
+ } else if (isKnownXBoxGamepad()) {
+ mGamepadType = GamepadMappings.GamepadType.XBox360;
+ } else {
+ // TODO: Add support for mapping other common gamepads to the standard gamepads.
+ mGamepadType = GamepadMappings.GamepadType.Unknown;
+ }
+ }
+
+ private boolean isKnownShieldGamepad() {
+ 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.
+ // Known shield gamepad should have mRawShieldAxes and mRawShieldButtons.
+ if (mAxisValues.length == GamepadMappings.mRawShieldAxes &&
+ mKeyCodeValueMap.size() == GamepadMappings.mRawShieldButtons) {
+ return true;
+ }
+ }
+ return false;
+ }
+
+ private boolean isKnownXBoxGamepad() {
+ if (mDeviceName.contains("Microsoft") && mDeviceName.contains("X-Box") &&
+ mDeviceName.contains("360") && mDeviceName.contains("pad")) {
+ // Known XBox gamepad should have mRawXBoxAxes and mRawXBoxButtons.
+ if (mAxisValues.length == GamepadMappings.mRawXBoxAxes &&
+ mKeyCodeValueMap.size() == GamepadMappings.mRawXBoxButtons) {
+ return true;
+ }
+ }
+ return false;
+ }
+
+ public int getId() { return mDeviceId; }
+
+ public String getName() { return mDeviceName; }
+
+ public int getIndex() { return mDeviceIndex; }
+
+ public long getTimestamp() { return mTimestamp; }
+
+ public float[] getAxes() {
+ if ( mGamepadType != GamepadMappings.GamepadType.Unknown) {
+ return GamepadMappings.mapToStandardGamepadAxes(mAxisValues, mGamepadType);
+ }
+ return mAxisValues;
+ }
+
+ public float[] getButtons() {
+ int size = mKeyCodeValueMap.size();
+ float[] values = new float[size];
+ int i = 0;
+ Iterator itr = mKeyCodeValueMap.values().iterator();
+ while (itr.hasNext()) {
+ values[i++] = (Float)itr.next();
+ }
+ if ( mGamepadType != GamepadMappings.GamepadType.Unknown) {
+ return GamepadMappings.mapToStandardGamepadButtons(values, mAxisValues, mGamepadType);
+ }
+ return values;
+ }
+
+ public boolean updateForEvent(KeyEvent event) {
+ mTimestamp = SystemClock.uptimeMillis();
+ // Ignore event if it is not for standard gamepad key.
+ int keyCode = event.getKeyCode();
+ if (mKeyCodeValueMap.get(keyCode) == null) {
+ return true;
+ }
+ // Button value 0.0 must mean fully unpressed, and 1.0 must mean fully pressed.
+ if (event.getAction() == KeyEvent.ACTION_DOWN) {
+ mKeyCodeValueMap.put(keyCode, 1.0f);
+ } else if (event.getAction() == KeyEvent.ACTION_UP) {
+ mKeyCodeValueMap.put(keyCode, 0.0f);
+ }
+
+ return true;
+ }
+
+ public boolean updateForEvent(MotionEvent event) {
+ mTimestamp = SystemClock.uptimeMillis();
+ // Update axes values.
+ for (int i = 0; i < mAxes.length; ++i) {
+ mAxisValues[i] = event.getAxisValue(mAxes[i]);
+ }
+ return true;
+ }
+
+ public boolean isKnownGamepadLayout() {
+ return mGamepadType != GamepadMappings.GamepadType.Unknown;
+ }
+}

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