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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: Uploading forgotten things in previous patch 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..092ec66b16d652b414ed571598cd1dcdb9dedbe6
--- /dev/null
+++ b/content/public/android/java/src/org/chromium/content/browser/GamepadList.java
@@ -0,0 +1,311 @@
+// 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];
Ted C 2014/04/04 18:52:18 for readability, try to order the params like: st
SaurabhK 2014/04/11 14:41:42 On 2014/04/04 18:52:18, Ted C wrote: Done.
+ private boolean mIsGamepadAccessed = false;
Ted C 2014/04/04 18:52:18 false is the default, so it's not needed
SaurabhK 2014/04/11 14:41:42 On 2014/04/04 18:52:18, Ted C wrote: Removed
+ 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);
+ }
+ }
+ }
+
+ private static GamepadList sGamepadList = null;
Ted C 2014/04/04 18:52:18 move this up with the other params.
SaurabhK 2014/04/11 14:41:42 On 2014/04/04 18:52:18, Ted C wrote: Done.
+
+ /**
+ * Notifies the GamepadList that a {@link ContentView} is attached to a window and it should
+ * prepare itself for gamepad input. It must be called before {@link onGenericMotionEvent} and
+ * {@link dispatchKeyEvent}.
+ */
+ public static void onAttachedToWindow(Context context) {
+ assert ThreadUtils.runningOnUiThread();
+ createInstance();
+ sGamepadList.attachedToWindow(context);
+ }
+
+ private void attachedToWindow(Context context) {
+ if (mAttachedToWindowCounter++ == 0) {
+ mInputManager = (InputManager) context.getSystemService(Context.INPUT_SERVICE);
+ synchronized (mLock) {
+ initializeDevices();
+ }
+ // Register an input device listener.
+ mInputManager.registerInputDeviceListener(this, null);
+ }
+ }
+
+ /**
+ * Notifies the GamepadList that a {@link ContentView} is detached from it's window.
+ */
+ 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);
+ if (!isGamepadDevice(inputDevice)) return;
+ synchronized (mLock) {
+ registerGamepad(inputDevice);
+ }
+ }
+
+ // ------------------------------------------------------------
+
+ private static void createInstance() {
+ if (sGamepadList == null) {
+ sGamepadList = new GamepadList();
+ }
+ }
+
+ private int getDeviceCount() {
+ int count = 0;
+ for (int i = 0; i < MAX_GAMEPADS; ++i) {
Ted C 2014/04/04 18:52:18 i++
SaurabhK 2014/04/11 14:41:42 On 2014/04/04 18:52:18, Ted C wrote: Done.
+ if (getDevice(i) != null) {
+ count++;
+ }
+ }
+ return count;
+ }
+
+ private boolean isDeviceConnected(int index) {
+ if (index < MAX_GAMEPADS && getDevice(index) != null) {
+ return true;
+ }
+ return false;
+ }
+
+ private GamepadDevice getDeviceById(int deviceId) {
+ for (int i = 0; i < MAX_GAMEPADS; ++i) {
Ted C 2014/04/04 18:52:18 i++
SaurabhK 2014/04/11 14:41:42 On 2014/04/04 18:52:18, Ted C wrote: Done.
+ GamepadDevice gamepad = mGamepadDevices[i];
+ if (gamepad != null && gamepad.getId() == deviceId) {
+ return gamepad;
+ }
+ }
+ return null;
+ }
+
+ private GamepadDevice getDevice(int index) {
+ // Maximum 4 Gamepads can be connected at a time starting at index zero.
+ assert index >= 0 && index < MAX_GAMEPADS;
+ return mGamepadDevices[index];
+ }
+
+ /**
+ * Handles key events from the gamepad devices.
+ * @return True if the event has been consumed.
+ */
+ public static boolean dispatchKeyEvent(KeyEvent event) {
+ if (!isGamepadEvent(event)) return false;
+ return sGamepadList.updateForEvent(event);
+ }
+
+ private static boolean updateForEvent(KeyEvent event) {
Ted C 2014/04/04 18:52:18 Based on the calling site, I don't think these sho
SaurabhK 2014/04/11 14:41:42 On 2014/04/04 18:52:18, Ted C wrote: Keeping non-
+ synchronized (sGamepadList.mLock) {
+ if (!sGamepadList.mIsGamepadAccessed) return false;
+ GamepadDevice gamepad = sGamepadList.getGamepadForEvent(event);
+ if (gamepad == null) return false;
+ return gamepad.updateForEvent(event);
+ }
+ }
+
+ /**
+ * Handles motion events from the gamepad devices.
+ * @return True if the event has been consumed.
+ */
+ public static boolean onGenericMotionEvent(MotionEvent event) {
+ if (!isGamepadEvent(event)) return false;
+ return sGamepadList.updateForEvent(event);
+ }
+
+ private static boolean updateForEvent(MotionEvent event) {
+ synchronized (sGamepadList.mLock) {
+ if (!sGamepadList.mIsGamepadAccessed) return false;
+ GamepadDevice gamepad = sGamepadList.getGamepadForEvent(event);
+ if (gamepad == null) return false;
+ return gamepad.updateForEvent(event);
+ }
+ }
+
+ private 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;
+ }
+
+ private 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;
+ }
+
+ private void unregisterGamepad(int deviceId) {
+ GamepadDevice gamepadDevice = getDeviceById(deviceId);
+ if (gamepadDevice == null) return; // Not a registered device.
+ int index = gamepadDevice.getIndex();
+ mGamepadDevices[index] = null;
+ }
+
+ private static boolean isGamepadDevice(InputDevice inputDevice) {
+ return ((inputDevice.getSources() & InputDevice.SOURCE_JOYSTICK) ==
+ InputDevice.SOURCE_JOYSTICK);
Ted C 2014/04/04 18:52:18 should be indented 8
SaurabhK 2014/04/11 14:41:42 On 2014/04/04 18:52:18, Ted C wrote: Done.
+ }
+
+ private GamepadDevice getGamepadForEvent(InputEvent event) {
+ int deviceId = event.getDeviceId();
+ GamepadDevice gamepad = getDeviceById(deviceId);
+ return gamepad;
+ }
+
+ /**
+ * @return True if the motion event corresponds to a gamepad event.
+ */
+ public static boolean isGamepadEvent(MotionEvent event) {
+
Ted C 2014/04/04 18:52:18 remove blank line
SaurabhK 2014/04/11 14:41:42 On 2014/04/04 18:52:18, Ted C wrote: Done.
+ return ((event.getSource() & InputDevice.SOURCE_JOYSTICK) == InputDevice.SOURCE_JOYSTICK);
+ }
+
+ /**
+ * @return 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 static boolean isGamepadEvent(KeyEvent event) {
+ 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++) {
+ final GamepadDevice device = getDevice(i);
+ if (device != null) {
+ device.mapButtonsAndAxes();
+ nativeSetGamepadData(gamepads, i, device.getMapping(), true,
+ device.getName(), device.getTimestamp(), device.getAxes(),
+ device.getButtons());
+ }
+ else
+ nativeSetGamepadData(gamepads, i, null, false, null, 0, null, null);
+ }
+ }
+ }
+
+ @CalledByNative
+ static void notifyForGamepadsAccess(boolean isAccessPaused) {
+ assert sGamepadList != null;
+ sGamepadList.isGamepadAccessed(!isAccessPaused);
+ }
+
+ private void isGamepadAccessed(boolean isGamepadAccessed) {
+ synchronized (mLock) {
+ mIsGamepadAccessed = isGamepadAccessed;
+ if (isGamepadAccessed) {
+ for (int i = 0; i < MAX_GAMEPADS; i++) {
+ GamepadDevice gamepadDevice = getDevice(i);
+ if (gamepadDevice == null) continue;
+ gamepadDevice.clearData();
+ }
+ }
+ }
+ }
+
+ private native void nativeSetGamepadData(long gamepads,
+ int index,
+ String mapping,
+ boolean connected,
+ String devicename,
+ long timestamp,
+ float[] axes,
+ float[] buttons);
+
+}

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