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Unified Diff: content/public/android/java/src/org/chromium/content/browser/GamepadList.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/GamepadList.java
diff --git a/content/public/android/java/src/org/chromium/content/browser/GamepadList.java b/content/public/android/java/src/org/chromium/content/browser/GamepadList.java
new file mode 100644
index 0000000000000000000000000000000000000000..15b75872ad37fcbe7a27b2c71fb388f3f2eb1b82
--- /dev/null
+++ b/content/public/android/java/src/org/chromium/content/browser/GamepadList.java
@@ -0,0 +1,316 @@
+// 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.content.Context;
+import android.hardware.input.InputManager;
+import android.hardware.input.InputManager.InputDeviceListener;
+import android.view.InputDevice;
+import android.view.InputEvent;
+import android.view.KeyEvent;
+import android.view.MotionEvent;
+
+import org.chromium.base.CalledByNative;
+import org.chromium.base.JNINamespace;
+import org.chromium.base.ThreadUtils;
+
+/*
+ * Class to manage connected gamepad devices list.
+ */
+@JNINamespace("content")
+class GamepadList implements InputDeviceListener {
+ private static final int MAX_GAMEPADS = 4;
+ private GamepadDevice[] mGamepadDevices = new GamepadDevice[MAX_GAMEPADS];
+ protected boolean mHaveDevicesBeenInteractedWith = false;
+ private boolean mIsGamepadAccessed = false;
+ private final Object mLock = new Object();
+ private InputManager mInputManager;
+ private int mAttachedToWindowCounter;
+
+ private GamepadList() {}
+
+ private void initializeDevices() {
+ // Get list of all the attached input devices.
+ int[] deviceIds = mInputManager.getInputDeviceIds();
+ for (int i = 0; i < deviceIds.length; i++) {
+ InputDevice inputDevice = InputDevice.getDevice(deviceIds[i]);
+ // Check for gamepad device
+ if (isGamepadDevice(inputDevice)) {
+ // Register a new gamepad device.
+ registerGamepad(inputDevice);
+ }
+ }
+ // Register an input device listener.
+ mInputManager.registerInputDeviceListener(this, null);
+ }
+
+ private static GamepadList sGamepadList = null;
+
+ public static void onAttachedToWindow(Context context) {
+ 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
+ createInstance();
+ sGamepadList.attachedToWindow(context);
+ }
+
+ private void attachedToWindow(Context context) {
+ if (mAttachedToWindowCounter++ == 0) {
+ synchronized (mLock) {
+ 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.
+ initializeDevices();
+ }
+ }
+ }
+
+ public static void onDetachedFromWindow() {
+ assert ThreadUtils.runningOnUiThread();
+ sGamepadList.detachedFromWindow();
+ }
+
+ private void detachedFromWindow() {
+ if (--mAttachedToWindowCounter == 0) {
+ synchronized (mLock) {
+ for (int i = 0; i < MAX_GAMEPADS; ++i) {
+ mGamepadDevices[i] = null;
+ }
+ }
+ mInputManager.unregisterInputDeviceListener(this);
+ mInputManager = null;
+ }
+ }
+
+ // Override InputDeviceListener methods
+ @Override
+ public void onInputDeviceChanged(int deviceId) {
+ }
+
+ @Override
+ public void onInputDeviceRemoved(int deviceId) {
+ synchronized (mLock) {
+ unregisterGamepad(deviceId);
+ }
+ }
+
+ @Override
+ public void onInputDeviceAdded(int deviceId) {
+ InputDevice inputDevice = InputDevice.getDevice(deviceId);
+ synchronized (mLock) {
+ 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.
+ registerGamepad(inputDevice);
+ }
+ }
+
+ public static void createInstance() {
+ if (sGamepadList == null) {
+ sGamepadList = new GamepadList();
+ }
+ }
+
+ private int getDeviceCount() {
+ int count = 0;
+ for (int i = 0; i < MAX_GAMEPADS; ++i) {
+ if (getDevice(i) != null) {
+ count++;
+ }
+ }
+ return count;
+ }
+
+ private String getMapping(int index) {
+ return getDevice(index).getMapping();
+ }
+
+ private String getDeviceName(int index) {
+ return getDevice(index).getName();
+ }
+
+ private long getDeviceTimestamp(int index) {
+ return getDevice(index).getTimestamp();
+ }
+
+ private float[] getDeviceAxes(int index) {
+ return getDevice(index).getAxes();
+ }
+
+ private float[] getDeviceButtons(int index) {
+ return getDevice(index).getButtons();
+ }
+
+ private boolean isDeviceConnected(int index) {
+ if (index < MAX_GAMEPADS && getDevice(index) != null) {
+ return true;
+ }
+ return false;
+ }
+
+ 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
+ for (int i = 0; i < MAX_GAMEPADS; ++i) {
+ GamepadDevice gamepad = mGamepadDevices[i];
+ if (gamepad != null && gamepad.getId() == deviceId) {
+ return gamepad;
+ }
+ }
+ return null;
+ }
+
+ 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.
+ // Maximum 4 Gamepads can be connected at a time starting at index zero.
+ 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.
+ return mGamepadDevices[index];
+ }
+
+ public static boolean dispatchKeyEvent(KeyEvent event) {
+ 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.
+ return sGamepadList.updateForEvent(event);
+ return false;
+ }
+
+ private boolean updateForEvent(KeyEvent event) {
+ synchronized (mLock) {
+ GamepadDevice gamepad = getGamepadForEvent(event);
+ if (gamepad != null) {
+ 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
+ return gamepad.updateForEvent(event);
+ }
+ return false;
+ }
+ }
+
+ public static boolean onGenericMotionEvent(MotionEvent event) {
+ if (sGamepadList.mIsGamepadAccessed && sGamepadList.isGamepadEvent(event))
+ return sGamepadList.updateForEvent(event);
+ return false;
+ }
+
+ private boolean updateForEvent(MotionEvent event) {
+ synchronized (mLock) {
+ GamepadDevice gamepad = getGamepadForEvent(event);
+ if (gamepad != null) {
+ mHaveDevicesBeenInteractedWith = true;
+ return gamepad.updateForEvent(event);
+ }
+ return false;
+ }
+ }
+
+ protected int getNextAvailableIndex() {
+ // When multiple gamepads are connected to a user agent, indices must be assigned on a
+ // first-come first-serve basis, starting at zero. If a gamepad is disconnected, previously
+ // assigned indices must not be reassigned to gamepads that continue to be connected.
+ // However, if a gamepad is disconnected, and subsequently the same or a different
+ // gamepad is then connected, index entries must be reused.
+
+ for (int i = 0; i < MAX_GAMEPADS; ++i) {
+ if (getDevice(i) == null) {
+ return i;
+ }
+ }
+ // Reached maximum gamepads limit.
+ return -1;
+ }
+
+ protected boolean registerGamepad(InputDevice inputDevice) {
+ int index = getNextAvailableIndex();
+ if (index == -1) {
+ return false; // invalid index
+ }
+
+ GamepadDevice gamepad = new GamepadDevice(index, inputDevice);
+ mGamepadDevices[index] = gamepad;
+ return true;
+ }
+
+ protected void unregisterGamepad(int deviceId) {
+ GamepadDevice gamepadDevice = getDeviceById(deviceId);
+ if (gamepadDevice == null) {
+ return; // Not a registered device.
+ }
+ int index = gamepadDevice.getIndex();
+ mGamepadDevices[index] = null;
+ }
+
+ 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.
+ int sources = inputDevice.getSources();
+ if ((sources & InputDevice.SOURCE_JOYSTICK) == InputDevice.SOURCE_JOYSTICK ) {
+ //Found gamepad device
+ return true;
+ }
+ return false;
+ }
+
+ private GamepadDevice getGamepadForEvent(InputEvent event) {
+ int deviceId = event.getDeviceId();
+ GamepadDevice gamepad = getDeviceById(deviceId);
+ return gamepad;
+ }
+
+ 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.
+ if ((event.getSource() & InputDevice.SOURCE_JOYSTICK) == InputDevice.SOURCE_JOYSTICK) {
+ return true;
+ }
+ return false;
+ }
+
+ // Returns true if event's keycode corresponds to a gamepad key.
+ // Specific handling for dpad keys is required because
+ // KeyEvent.isGamepadButton doesn't consider dpad keys.
+ 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
+ int keyCode = event.getKeyCode();
+ switch (keyCode) {
+ case KeyEvent.KEYCODE_DPAD_UP:
+ case KeyEvent.KEYCODE_DPAD_DOWN:
+ case KeyEvent.KEYCODE_DPAD_LEFT:
+ case KeyEvent.KEYCODE_DPAD_RIGHT:
+ return true;
+ default:
+ return KeyEvent.isGamepadButton(keyCode);
+ }
+ }
+
+ @CalledByNative
+ static void getGamepadData(long gamepads) {
+ assert sGamepadList != null;
+ sGamepadList.grabGamepadData(gamepads);
+ }
+
+ private void grabGamepadData(long gamepads) {
+ synchronized (mLock) {
+ for (int i = 0; i < MAX_GAMEPADS; i++) {
+ if (mHaveDevicesBeenInteractedWith && isDeviceConnected(i)) {
+ getDevice(i).mapButtonsAndAxes();
+ 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.
+ getDeviceName(i), getDeviceTimestamp(i), getDeviceAxes(i),
+ getDeviceButtons(i));
+ }
+ else
+ nativeSetGamepadData(gamepads, i, null, false, null, 0, null, null);
+ }
+ }
+ }
+
+ @CalledByNative
+ 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.
+ assert sGamepadList != null;
+ synchronized (sGamepadList.mLock) {
+ 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.
+ if (isaccesspaused) {
+ for (int i = 0; i < MAX_GAMEPADS; i++) {
+ GamepadDevice gamepadDevice = sGamepadList.getDevice(i);
+ if(gamepadDevice != null)
+ gamepadDevice.clearData();
+ }
+ }
+ }
+ }
+
+ private native void nativeSetGamepadData(long gamepads,
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
+ int index,
+ String mapping,
+ boolean connected,
+ String devicename,
+ long timestamp,
+ float[] axes,
+ float[] buttons);
+
+}

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