| Index: content/public/android/java/src/org/chromium/content/browser/GamepadMappings.java
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| diff --git a/content/public/android/java/src/org/chromium/content/browser/GamepadMappings.java b/content/public/android/java/src/org/chromium/content/browser/GamepadMappings.java
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| new file mode 100644
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| index 0000000000000000000000000000000000000000..d12a65418d9dc9abc81c519c1e975c4709de21d7
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| --- /dev/null
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| +++ b/content/public/android/java/src/org/chromium/content/browser/GamepadMappings.java
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| @@ -0,0 +1,143 @@
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| +// Copyright 2014 The Chromium Authors. All rights reserved.
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| +// Use of this source code is governed by a BSD-style license that can be
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| +// found in the LICENSE file.
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| +
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| +package org.chromium.content.browser;
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| +
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| +import org.chromium.content.browser.input.gamepad_mapping.CanonicalAxisIndex;
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| +import org.chromium.content.browser.input.gamepad_mapping.CanonicalButtonIndex;
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| +
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| +/*
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| + * Class to manage mapping information related to each supported gamepad controller device.
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| + */
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| +
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| +class GamepadMappings {
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| + // Following values should be changed if the gamepad layout changes
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| + // or frameworks exposes different axes / buttons for a particular gamepad.
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| + // mRawShieldAxes is the total raw axes on known shield gamepad.
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| + protected static final int mRawShieldAxes = 10;
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| + // mRawShieldButtons is the total raw buttons on known shield gamepad.
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| + protected static final int mRawShieldButtons = 10;
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| + // mRawXBoxAxes is the total raw axes on known XBox gamepad.
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| + protected static final int mRawXBoxAxes = 10;
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| + // mRawXBoxButtons is the total raw buttons on known XBox gamepad.
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| + protected static final int mRawXBoxButtons = 9;
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| +
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| + public static boolean mapToStandardGamepad(float[] mappedAxis, float[] mappedButtons,
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| + float[] rawAxes, float[] rawButtons,
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| + String deviceName) {
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| + boolean isMapped = true;
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| + if (deviceName.contains("NVIDIA Corporation NVIDIA Controller") &&
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| + rawAxes.length == mRawShieldAxes && rawButtons.length == mRawShieldButtons) {
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| + mapShieldGamepad(mappedButtons, rawButtons, mappedAxis, rawAxes);
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| + }
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| + else if (deviceName.contains("Microsoft X-Box 360 pad") &&
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| + rawAxes.length == mRawXBoxAxes && rawButtons.length == mRawXBoxButtons) {
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| + mapXBox360Gamepad(mappedButtons, rawButtons, mappedAxis, rawAxes);
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| + }
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| + else {
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| + isMapped = false;
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| + }
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| + return isMapped;
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| + }
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| +
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| + private static float negativeAxisValueAsButton(float input) {
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| + return (input < -0.5f) ? 1.f : 0.f;
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| + }
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| +
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| + private static float positiveAxisValueAsButton(float input) {
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| + return (input > 0.5f) ? 1.f : 0.f;
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| + }
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| +
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| + /**
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| + * Method for mapping Nvidia gamepad axis and button values
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| + * to standard gamepad button and axes values.
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| + */
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| + private static void mapShieldGamepad(float[] mappedButtons, float[] rawButtons,
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| + float[] mappedAxis, float[] rawAxes) {
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| + // First four buttons on Nvidia gamepad appear in correct order so no mapping is required.
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| + mappedButtons[CanonicalButtonIndex.BUTTON_PRIMARY] = rawButtons[0];
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| + mappedButtons[CanonicalButtonIndex.BUTTON_SECONDARY] = rawButtons[1];
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| + mappedButtons[CanonicalButtonIndex.BUTTON_TERTIARY] = rawButtons[2];
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| + mappedButtons[CanonicalButtonIndex.BUTTON_QUATERNARY] = rawButtons[3];
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| + // Third axis on Nvidia gamepad acts as a bottom left trigger button.
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| + mappedButtons[CanonicalButtonIndex.BUTTON_LEFT_TRIGGER] = rawAxes[2];
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| + mappedButtons[CanonicalButtonIndex.BUTTON_LEFT_SHOULDER] = rawButtons[4];
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| + mappedButtons[CanonicalButtonIndex.BUTTON_RIGHT_SHOULDER] = rawButtons[5];
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| + mappedButtons[CanonicalButtonIndex.BUTTON_BACK_SELECT] = rawButtons[6];
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| + mappedButtons[CanonicalButtonIndex.BUTTON_START] = rawButtons[7];
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| + mappedButtons[CanonicalButtonIndex.BUTTON_LEFT_THUMBSTICK] = rawButtons[8];
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| + mappedButtons[CanonicalButtonIndex.BUTTON_RIGHT_THUMBSTICK] = rawButtons[9];
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| + // Seventh axis on Nvidia gamepad acts as a bottom right trigger button.
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| + mappedButtons[CanonicalButtonIndex.BUTTON_RIGHT_TRIGGER] = rawAxes[6];
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| + // Ninth axis on Nvidia gamepad acts as directional pad right and left button.
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| + // Positive axis value indicates dpad right.
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| + // Negative value indicates dpad left.
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| + mappedButtons[CanonicalButtonIndex.BUTTON_DPAD_RIGHT] =
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| + positiveAxisValueAsButton(rawAxes[8]);
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| + mappedButtons[CanonicalButtonIndex.BUTTON_DPAD_LEFT] =
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| + negativeAxisValueAsButton(rawAxes[8]);
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| + // Tenth axis on Nvidia gamepad acts as directional pad up and down button.
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| + // Positive axis value indicates dpad down.
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| + // Negative value indicates dpad up.
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| + mappedButtons[CanonicalButtonIndex.BUTTON_DPAD_DOWN] =
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| + positiveAxisValueAsButton(rawAxes[9]);
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| + mappedButtons[CanonicalButtonIndex.BUTTON_DPAD_UP] = negativeAxisValueAsButton(rawAxes[9]);
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| + // Other standard buttons are either not present on the gamepad or not exposed to an
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| + // application.
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| + mappedButtons[CanonicalButtonIndex.BUTTON_META] = 0.0f;
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| +
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| + // Standard gamepad can have only four axes.
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| + mappedAxis[CanonicalAxisIndex.AXIS_LEFT_STICK_X] = rawAxes[0];
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| + mappedAxis[CanonicalAxisIndex.AXIS_LEFT_STICK_Y] = rawAxes[1];
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| + mappedAxis[CanonicalAxisIndex.AXIS_RIGHT_STICK_X] = rawAxes[4];
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| + mappedAxis[CanonicalAxisIndex.AXIS_RIGHT_STICK_Y] = rawAxes[5];
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| + }
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| +
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| + /**
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| + * Method for mapping Microsoft XBox 360 gamepad axis and button values
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| + * to standard gamepad button and axes values.
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| + */
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| + private static void mapXBox360Gamepad(float[] mappedButtons, float[] rawButtons,
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| + float[] mappedAxis, float[] rawAxes) {
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| + // First four buttons on Microsoft XBox 360 gamepad appear in correct order so no mapping
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| + // is required.
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| + mappedButtons[CanonicalButtonIndex.BUTTON_PRIMARY] = rawButtons[0];
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| + mappedButtons[CanonicalButtonIndex.BUTTON_SECONDARY] = rawButtons[1];
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| + mappedButtons[CanonicalButtonIndex.BUTTON_TERTIARY] = rawButtons[2];
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| + mappedButtons[CanonicalButtonIndex.BUTTON_QUATERNARY] = rawButtons[3];
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| + // Third axis on Microsoft XBox 360 gamepad acts as a left bottom shoulder button.
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| + mappedButtons[CanonicalButtonIndex.BUTTON_LEFT_TRIGGER] = rawAxes[2];
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| + mappedButtons[CanonicalButtonIndex.BUTTON_LEFT_SHOULDER] = rawButtons[4];
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| + mappedButtons[CanonicalButtonIndex.BUTTON_RIGHT_SHOULDER] = rawButtons[5];
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| + mappedButtons[CanonicalButtonIndex.BUTTON_START] = rawButtons[6];
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| + mappedButtons[CanonicalButtonIndex.BUTTON_LEFT_THUMBSTICK] = rawButtons[7];
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| + mappedButtons[CanonicalButtonIndex.BUTTON_RIGHT_THUMBSTICK] = rawButtons[8];
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| + // Seventh axis on Microsoft XBox 360 gamepad acts as a right bottom shoulder button.
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| + mappedButtons[CanonicalButtonIndex.BUTTON_RIGHT_TRIGGER] = rawAxes[6];
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| + // Ninth axis on Microsoft XBox 360 gamepad acts as directional pad right and left button.
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| + // Positive axis value indicates dpad right.
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| + // Negative value indicates dpad left.
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| + mappedButtons[CanonicalButtonIndex.BUTTON_DPAD_RIGHT] =
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| + positiveAxisValueAsButton(rawAxes[8]);
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| + mappedButtons[CanonicalButtonIndex.BUTTON_DPAD_LEFT] =
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| + negativeAxisValueAsButton(rawAxes[8]);
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| + // Tenth axis on Microsoft XBox 360 gamepad acts as directional pad up and down button.
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| + // Positive axis value indicates dpad down.
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| + // Negative value indicates dpad up.
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| + mappedButtons[CanonicalButtonIndex.BUTTON_DPAD_DOWN] =
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| + positiveAxisValueAsButton(rawAxes[9]);
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| + mappedButtons[CanonicalButtonIndex.BUTTON_DPAD_UP] = negativeAxisValueAsButton(rawAxes[9]);
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| + // Other standard buttons are either not present on the gamepad or not exposed to an
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| + // application.
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| + mappedButtons[CanonicalButtonIndex.BUTTON_BACK_SELECT] = 0.0f;
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| + mappedButtons[CanonicalButtonIndex.BUTTON_META] = 0.0f;
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| +
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| + // Standard gamepad can have only four axes.
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| + mappedAxis[CanonicalAxisIndex.AXIS_LEFT_STICK_X] = rawAxes[0];
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| + mappedAxis[CanonicalAxisIndex.AXIS_LEFT_STICK_Y] = rawAxes[1];
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| + mappedAxis[CanonicalAxisIndex.AXIS_RIGHT_STICK_X] = rawAxes[4];
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| + mappedAxis[CanonicalAxisIndex.AXIS_RIGHT_STICK_Y] = rawAxes[5];
|
| + }
|
| +
|
| +}
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|
|