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Unified Diff: content/browser/gamepad/gamepad_data_fetcher.cc

Issue 1627643002: Revert of Refactoring gamepad polling to support dynamically added sources (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Created 4 years, 11 months ago
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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
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