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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, 9 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..6e7f8dbe5748dccede5925752dc14407106af57c
--- /dev/null
+++ b/content/public/android/java/src/org/chromium/content/browser/GamepadDevice.java
@@ -0,0 +1,191 @@
+// 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.Arrays;
+import java.util.Iterator;
+import java.util.LinkedHashMap;
+
+import org.chromium.content.browser.input.gamepad_mapping.CanonicalAxisIndex;
+import org.chromium.content.browser.input.gamepad_mapping.CanonicalButtonIndex;
+
+/*
+ * Class to manage information related to each connected gamepad device.
+ */
+
+class GamepadDevice {
+ // An id for the gamepad.
+ protected int mDeviceId;
jdduke (slow) 2014/03/24 17:38:15 Do you plan on subclassing this? If not, these mem
SaurabhK 2014/03/26 16:10:07 On 2014/03/24 17:38:15, jdduke wrote: Done.
+ // The index of the gamepad in the Navigator.
+ protected int mDeviceIndex;
+ // Last time the data for this gamepad was updated.
+ protected long mTimestamp;
+ // If this gamepad is mapped to standard gamepad?
+ protected String mMapping;
+
+ // 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;
+
+ protected float[] mButtonsValues;
+
+ // 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. Therefore we must
+ // pass the raw Button and raw Axis values.
+ protected float[] mRawButtons;
+ protected float[] mRawAxes;
+
+ // An identification string for the gamepad.
+ protected String mDeviceName;
+
+ // Array of axes ids.
+ private int[] mAxes;
+
+ // 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 = {
+ 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();
+ mMapping = " ";
+ mButtonsValues = new float[CanonicalButtonIndex.NUM_CANONICAL_BUTTONS];
+ mAxisValues = new float[CanonicalAxisIndex.NUM_CANONICAL_AXES];
+ // 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];
+ mRawAxes = new float[totalAxes];
+ int i = 0;
+ for (MotionRange range : inputDevice.getMotionRanges()) {
+ if ((range.getSource() & InputDevice.SOURCE_CLASS_JOYSTICK) != 0) {
+ mAxes[i] = range.getAxis();
+ mRawAxes[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);
+ }
+ }
+ mRawButtons = new float[mKeyCodeValueMap.size()];
+ }
+
+ GamepadDevice() {}
+
+ public void mapButtonsAndAxes() {
+ int i = 0;
+ Iterator itr = mKeyCodeValueMap.values().iterator();
+ while (itr.hasNext()) {
+ mRawButtons[i++] = (Float)itr.next();
+ }
+ mMapping = GamepadMappings.mapToStandardGamepad(mAxisValues, mButtonsValues, mRawAxes,
jdduke (slow) 2014/03/24 17:38:15 GamepadMappings.mapToStandardGamepad returns a Boo
SaurabhK 2014/03/26 16:10:07 On 2014/03/24 17:38:15, jdduke wrote: I am settin
+ mRawButtons,
+ mDeviceName) ? "standard" : " ";
+ }
+
+ public int getId() { return mDeviceId; }
+
+ public String getMapping() { return mMapping; }
+
+ public String getName() { return mDeviceName; }
+
+ public int getIndex() { return mDeviceIndex; }
+
+ public long getTimestamp() { return mTimestamp; }
+
+ public float[] getAxes() {
+ if (mMapping.equals("standard"))
+ return mAxisValues;
+ else
+ return mRawAxes;
+ }
+
+ public float[] getButtons() {
+ if (mMapping.equals("standard"))
+ return mButtonsValues;
+ else
+ return mRawButtons;
+ }
+
+ public void clearData() {
jdduke (slow) 2014/03/24 17:38:15 I'm going to led tedchoc@ or another Java speciali
SaurabhK 2014/03/26 16:10:07 On 2014/03/24 17:38:15, jdduke wrote: SO, shall i
jdduke (slow) 2014/03/26 16:37:58 No, you should definitely comment this and all oth
SaurabhK 2014/03/27 13:32:31 On 2014/03/26 16:37:58, jdduke wrote: Done.
+ Arrays.fill(mAxisValues, 0);
+ Arrays.fill(mRawAxes, 0);
+ Arrays.fill(mButtonsValues, 0);
+ Arrays.fill(mRawButtons, 0);
+ }
+
+ public boolean updateForEvent(KeyEvent event) {
+ mTimestamp = SystemClock.uptimeMillis();
jdduke (slow) 2014/03/24 17:38:15 Do you want really want to update mTimestamp if it
SaurabhK 2014/03/26 16:10:07 On 2014/03/24 17:38:15, jdduke wrote: Changeing it
+ // Ignore event if it is not for standard gamepad key.
+ int keyCode = event.getKeyCode();
+ if (mKeyCodeValueMap.get(keyCode) == null) {
+ return false;
+ }
+ // 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) {
+ mRawAxes[i] = event.getAxisValue(mAxes[i]);
+ }
+ return true;
+ }
+}

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