Index: content/browser/gamepad/gamepad_data_fetcher.cc |
diff --git a/content/browser/gamepad/gamepad_data_fetcher.cc b/content/browser/gamepad/gamepad_data_fetcher.cc |
index 1bfbb5cbb380b8102f0f37063bf4f8779914b9a2..891722461e58f795129954f9e4489bb901547457 100644 |
--- a/content/browser/gamepad/gamepad_data_fetcher.cc |
+++ b/content/browser/gamepad/gamepad_data_fetcher.cc |
@@ -4,16 +4,82 @@ |
#include "content/browser/gamepad/gamepad_data_fetcher.h" |
+#include <stddef.h> |
+#include <string.h> |
+ |
+#include "base/logging.h" |
+#include "build/build_config.h" |
+ |
+namespace { |
+ |
+#if !defined(OS_ANDROID) |
+const float kMinAxisResetValue = 0.1f; |
+#endif |
+ |
+} // namespace |
+ |
namespace content { |
-GamepadDataFetcher::GamepadDataFetcher() : provider_(nullptr) { |
+using blink::WebGamepad; |
+using blink::WebGamepads; |
+ |
+#if !defined(OS_ANDROID) |
+void GamepadDataFetcher::MapAndSanitizeGamepadData( |
+ PadState* pad_state, WebGamepad* pad) { |
+ DCHECK(pad_state); |
+ DCHECK(pad); |
+ |
+ if (!pad_state->data.connected) { |
+ memset(pad, 0, sizeof(WebGamepad)); |
+ return; |
+ } |
+ |
+ // Copy the current state to the output buffer, using the mapping |
+ // function, if there is one available. |
+ if (pad_state->mapper) |
+ pad_state->mapper(pad_state->data, pad); |
+ else |
+ *pad = pad_state->data; |
+ |
+ // About sanitization: Gamepads may report input event if the user is not |
+ // interacting with it, due to hardware problems or environmental ones (pad |
+ // has something heavy leaning against an axis.) This may cause user gestures |
+ // to be detected erroniously, exposing gamepad information when the user had |
+ // no intention of doing so. To avoid this we require that each button or axis |
+ // report being at rest (zero) at least once before exposing its value to the |
+ // Gamepad API. This state is tracked by the axis_mask and button_mask |
+ // bitfields. If the bit for an axis or button is 0 it means the axis has |
+ // never reported being at rest, and the value will be forced to zero. |
+ |
+ // We can skip axis sanitation if all available axes have been masked. |
+ uint32_t full_axis_mask = (1 << pad->axesLength) - 1; |
+ if (pad_state->axis_mask != full_axis_mask) { |
+ for (size_t axis = 0; axis < pad->axesLength; ++axis) { |
+ if (!(pad_state->axis_mask & 1 << axis)) { |
+ if (fabs(pad->axes[axis]) < kMinAxisResetValue) { |
+ pad_state->axis_mask |= 1 << axis; |
+ } else { |
+ pad->axes[axis] = 0.0f; |
+ } |
+ } |
+ } |
+ } |
+ |
+ // We can skip button sanitation if all available buttons have been masked. |
+ uint32_t full_button_mask = (1 << pad->buttonsLength) - 1; |
+ if (pad_state->button_mask != full_button_mask) { |
+ for (size_t button = 0; button < pad->buttonsLength; ++button) { |
+ if (!(pad_state->button_mask & 1 << button)) { |
+ if (!pad->buttons[button].pressed) { |
+ pad_state->button_mask |= 1 << button; |
+ } else { |
+ pad->buttons[button].pressed = false; |
+ pad->buttons[button].value = 0.0f; |
+ } |
+ } |
+ } |
+ } |
} |
- |
-void GamepadDataFetcher::InitializeProvider(GamepadProvider* provider) { |
- DCHECK(provider); |
- |
- provider_ = provider; |
- OnAddedToProvider(); |
-} |
+#endif |
} // namespace content |