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

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