| Index: content/public/android/java/src/org/chromium/content/browser/GamepadDevice.java
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| 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
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| new file mode 100644
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| index 0000000000000000000000000000000000000000..77c50e4be4a41a182c43099d3e6af58e983aaac0
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| --- /dev/null
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| +++ b/content/public/android/java/src/org/chromium/content/browser/GamepadDevice.java
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| @@ -0,0 +1,204 @@
|
| +// 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.KeyCharacterMap;
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| +import android.view.KeyEvent;
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| +import android.view.MotionEvent;
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| +
|
| +import java.util.Iterator;
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| +import java.util.LinkedHashMap;
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| +
|
| +/*
|
| + * Class to manage information related to each connected gamepad device.
|
| + */
|
| +
|
| +class GamepadDevice {
|
| + // An id for the gamepad.
|
| + protected int mDeviceId;
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| + // The index of the gamepad in the Navigator.
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| + protected int mDeviceIndex;
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| + // An identification string for the gamepad.
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| + protected String mDeviceName;
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| + // Last time the data for this gamepad was updated.
|
| + protected long mTimestamp;
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| +
|
| + // Array of values for all axes of the gamepad.
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| + // All axis values must be linearly normalized to the range [-1.0 .. 1.0].
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| + // As appropriate, -1.0 should correspond to "up" or "left", and 1.0
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| + // should correspond to "down" or "right".
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| + protected float[] mAxisValues;
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| + // Array of axes ids.
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| + private int[] mAxes;
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| +
|
| + protected GamepadMappings.GamepadType mGamepadType;
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| +
|
| + // List of keycodes that can be sent by a standard gamepad. Standard gamepad can have
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| + // buttons as per the spec:
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| + // https://dvcs.w3.org/hg/gamepad/raw-file/default/gamepad.html#remapping
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| + // Need to maintain this list to get input device capabilities. We query
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| + // input devices with this list and device returns list mentioning which
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| + // Keycodes out of these can be sent by a gamepad device.
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| + private static final int[] standardGamepadKeyCodes = {
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| + KeyEvent.KEYCODE_BUTTON_A, // Button 0
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| + KeyEvent.KEYCODE_BUTTON_B, // Button 1
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| + KeyEvent.KEYCODE_BUTTON_X, // Button 2
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| + KeyEvent.KEYCODE_BUTTON_Y, // Button 3
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| + KeyEvent.KEYCODE_BUTTON_L1, // Button 4
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| + KeyEvent.KEYCODE_BUTTON_R1, // Button 5
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| + KeyEvent.KEYCODE_BUTTON_L2, // Button 6
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| + KeyEvent.KEYCODE_BUTTON_R2, // Button 7
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| + KeyEvent.KEYCODE_BUTTON_SELECT, // Button 8
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| + KeyEvent.KEYCODE_BUTTON_START, // Button 9
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| + KeyEvent.KEYCODE_BUTTON_THUMBL, // Button 10
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| + KeyEvent.KEYCODE_BUTTON_THUMBR, // Button 11
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| + KeyEvent.KEYCODE_DPAD_UP, // Button 12
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| + KeyEvent.KEYCODE_DPAD_DOWN, // Button 13
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| + KeyEvent.KEYCODE_DPAD_LEFT, // Button 14
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| + KeyEvent.KEYCODE_DPAD_RIGHT, // Button 15
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| + KeyEvent.KEYCODE_BUTTON_MODE, // Button 16??
|
| + };
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| +
|
| + // Hash map of supported keycodes and their current value linearly
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| + // normalized to the range [0.0 .. 1.0].
|
| + // 0.0 must mean fully unpressed, and 1.0 must mean fully pressed.
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| + protected LinkedHashMap<Integer, Float> mKeyCodeValueMap = new LinkedHashMap<Integer, Float>();
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| +
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| + GamepadDevice(int index, InputDevice inputDevice) {
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| + mDeviceIndex = index;
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| + mDeviceId = inputDevice.getId();
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| + mDeviceName = inputDevice.getName();
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| + mTimestamp = SystemClock.uptimeMillis();
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| + // Get the total number of axes supported by gamepad.
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| + int totalAxes = 0;
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| + for (MotionRange range : inputDevice.getMotionRanges()) {
|
| + if ((range.getSource() & InputDevice.SOURCE_CLASS_JOYSTICK) != 0) {
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| + totalAxes++;
|
| + }
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| + }
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| + // Get axis ids and initialize axes values.
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| + mAxes = new int[totalAxes];
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| + mAxisValues = new float[totalAxes];
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| + int i = 0;
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| + for (MotionRange range : inputDevice.getMotionRanges()) {
|
| + if ((range.getSource() & InputDevice.SOURCE_CLASS_JOYSTICK) != 0) {
|
| + mAxes[i] = range.getAxis();
|
| + mAxisValues[i] = 0.0f;
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| + i++;
|
| + }
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| + }
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| + // Update supported buttons list.
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| + KeyCharacterMap kcm = inputDevice.getKeyCharacterMap();
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| + boolean[] deviceKeys = kcm.deviceHasKeys(standardGamepadKeyCodes);
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| + for (int j = 0; j < standardGamepadKeyCodes.length; ++j) {
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| + if (deviceKeys[j]) {
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| + mKeyCodeValueMap.put(standardGamepadKeyCodes[j], 0.0f);
|
| + }
|
| + }
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| +
|
| + // When the user agent recognizes the attached inputDevice, it is recommended
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| + // that it be remapped to a canonical ordering when possible. Devices
|
| + // that are not recognized should still be exposed in their raw form.
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| + setGamepadType();
|
| + }
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| +
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| + GamepadDevice() {}
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| +
|
| + protected void setGamepadType() {
|
| + if (isKnownShieldGamepad()) {
|
| + mGamepadType = GamepadMappings.GamepadType.Shield;
|
| + } else if (isKnownXBoxGamepad()) {
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| + mGamepadType = GamepadMappings.GamepadType.XBox360;
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| + } else {
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| + // TODO: Add support for mapping other common gamepads to the standard gamepads.
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| + mGamepadType = GamepadMappings.GamepadType.Unknown;
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| + }
|
| + }
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| +
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| + private boolean isKnownShieldGamepad() {
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| + if (mDeviceName.contains("NVIDIA") && mDeviceName.contains("Controller")) {
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| + // Known shield gamepad should have mRawShieldAxes and mRawShieldButtons.
|
| + if (mAxisValues.length == GamepadMappings.mRawShieldAxes &&
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| + mKeyCodeValueMap.size() == GamepadMappings.mRawShieldButtons) {
|
| + return true;
|
| + }
|
| + }
|
| + return false;
|
| + }
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| +
|
| + private boolean isKnownXBoxGamepad() {
|
| + if (mDeviceName.contains("Microsoft") && mDeviceName.contains("X-Box") &&
|
| + mDeviceName.contains("360") && mDeviceName.contains("pad")) {
|
| + // Known XBox gamepad should have mRawXBoxAxes and mRawXBoxButtons.
|
| + if (mAxisValues.length == GamepadMappings.mRawXBoxAxes &&
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| + mKeyCodeValueMap.size() == GamepadMappings.mRawXBoxButtons) {
|
| + return true;
|
| + }
|
| + }
|
| + return false;
|
| + }
|
| +
|
| + public int getId() { return mDeviceId; }
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| +
|
| + public String getName() { return mDeviceName; }
|
| +
|
| + public int getIndex() { return mDeviceIndex; }
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| +
|
| + public long getTimestamp() { return mTimestamp; }
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| +
|
| + public float[] getAxes() {
|
| + if ( mGamepadType != GamepadMappings.GamepadType.Unknown) {
|
| + return GamepadMappings.mapToStandardGamepadAxes(mAxisValues, mGamepadType);
|
| + }
|
| + return mAxisValues;
|
| + }
|
| +
|
| + public float[] getButtons() {
|
| + int size = mKeyCodeValueMap.size();
|
| + float[] values = new float[size];
|
| + int i = 0;
|
| + Iterator itr = mKeyCodeValueMap.values().iterator();
|
| + while (itr.hasNext()) {
|
| + values[i++] = (Float)itr.next();
|
| + }
|
| + if ( mGamepadType != GamepadMappings.GamepadType.Unknown) {
|
| + return GamepadMappings.mapToStandardGamepadButtons(values, mAxisValues, mGamepadType);
|
| + }
|
| + return values;
|
| + }
|
| +
|
| + public boolean updateForEvent(KeyEvent event) {
|
| + mTimestamp = SystemClock.uptimeMillis();
|
| + // Ignore event if it is not for standard gamepad key.
|
| + int keyCode = event.getKeyCode();
|
| + if (mKeyCodeValueMap.get(keyCode) == null) {
|
| + return true;
|
| + }
|
| + // 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) {
|
| + mAxisValues[i] = event.getAxisValue(mAxes[i]);
|
| + }
|
| + return true;
|
| + }
|
| +
|
| + public boolean isKnownGamepadLayout() {
|
| + return mGamepadType != GamepadMappings.GamepadType.Unknown;
|
| + }
|
| +}
|
|
|