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1 // Copyright (c) 2015 The Chromium Authors. All rights reserved. | 1 // Copyright (c) 2015 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #include "content/browser/gamepad/gamepad_data_fetcher.h" | 5 #include "content/browser/gamepad/gamepad_data_fetcher.h" |
6 | 6 |
7 #include <stddef.h> | |
8 #include <string.h> | |
9 | |
10 #include "base/logging.h" | |
11 #include "build/build_config.h" | |
12 | |
13 namespace { | |
14 | |
15 #if !defined(OS_ANDROID) | |
16 const float kMinAxisResetValue = 0.1f; | |
17 #endif | |
18 | |
19 } // namespace | |
20 | |
21 namespace content { | 7 namespace content { |
22 | 8 |
23 using blink::WebGamepad; | 9 GamepadDataFetcher::GamepadDataFetcher() : provider_(nullptr) { |
24 using blink::WebGamepads; | 10 } |
25 | 11 |
26 #if !defined(OS_ANDROID) | 12 void GamepadDataFetcher::InitializeProvider(GamepadProvider* provider) { |
27 void GamepadDataFetcher::MapAndSanitizeGamepadData( | 13 DCHECK(provider); |
28 PadState* pad_state, WebGamepad* pad) { | |
29 DCHECK(pad_state); | |
30 DCHECK(pad); | |
31 | 14 |
32 if (!pad_state->data.connected) { | 15 provider_ = provider; |
33 memset(pad, 0, sizeof(WebGamepad)); | 16 OnAddedToProvider(); |
34 return; | |
35 } | |
36 | |
37 // Copy the current state to the output buffer, using the mapping | |
38 // function, if there is one available. | |
39 if (pad_state->mapper) | |
40 pad_state->mapper(pad_state->data, pad); | |
41 else | |
42 *pad = pad_state->data; | |
43 | |
44 // About sanitization: Gamepads may report input event if the user is not | |
45 // interacting with it, due to hardware problems or environmental ones (pad | |
46 // has something heavy leaning against an axis.) This may cause user gestures | |
47 // to be detected erroniously, exposing gamepad information when the user had | |
48 // no intention of doing so. To avoid this we require that each button or axis | |
49 // report being at rest (zero) at least once before exposing its value to the | |
50 // Gamepad API. This state is tracked by the axis_mask and button_mask | |
51 // bitfields. If the bit for an axis or button is 0 it means the axis has | |
52 // never reported being at rest, and the value will be forced to zero. | |
53 | |
54 // We can skip axis sanitation if all available axes have been masked. | |
55 uint32_t full_axis_mask = (1 << pad->axesLength) - 1; | |
56 if (pad_state->axis_mask != full_axis_mask) { | |
57 for (size_t axis = 0; axis < pad->axesLength; ++axis) { | |
58 if (!(pad_state->axis_mask & 1 << axis)) { | |
59 if (fabs(pad->axes[axis]) < kMinAxisResetValue) { | |
60 pad_state->axis_mask |= 1 << axis; | |
61 } else { | |
62 pad->axes[axis] = 0.0f; | |
63 } | |
64 } | |
65 } | |
66 } | |
67 | |
68 // We can skip button sanitation if all available buttons have been masked. | |
69 uint32_t full_button_mask = (1 << pad->buttonsLength) - 1; | |
70 if (pad_state->button_mask != full_button_mask) { | |
71 for (size_t button = 0; button < pad->buttonsLength; ++button) { | |
72 if (!(pad_state->button_mask & 1 << button)) { | |
73 if (!pad->buttons[button].pressed) { | |
74 pad_state->button_mask |= 1 << button; | |
75 } else { | |
76 pad->buttons[button].pressed = false; | |
77 pad->buttons[button].value = 0.0f; | |
78 } | |
79 } | |
80 } | |
81 } | |
82 } | 17 } |
83 #endif | |
84 | 18 |
85 } // namespace content | 19 } // namespace content |
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