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Side by Side Diff: device/gamepad/gamepad_data_fetcher.cc

Issue 2129003002: Refactored gamepad polling to support dynamic sources (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Fixed unit test issue and Mac XBoxDataFetcher constructor Created 4 years, 5 months ago
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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 "device/gamepad/gamepad_data_fetcher.h" 5 #include "device/gamepad/gamepad_data_fetcher.h"
6 6
7 #include <stddef.h>
8 #include <string.h>
9
10 #include <cmath>
11
12 #include "base/logging.h"
13 #include "build/build_config.h"
14
15 namespace {
16
17 #if !defined(OS_ANDROID)
18 const float kMinAxisResetValue = 0.1f;
19 #endif
20
21 } // namespace
22
23 namespace device { 7 namespace device {
24 8
25 using blink::WebGamepad; 9 GamepadDataFetcher::GamepadDataFetcher() : provider_(nullptr) {}
26 using blink::WebGamepads;
27 10
28 #if !defined(OS_ANDROID) 11 void GamepadDataFetcher::InitializeProvider(GamepadProvider* provider) {
29 void GamepadDataFetcher::MapAndSanitizeGamepadData(PadState* pad_state, 12 DCHECK(provider);
30 WebGamepad* pad) {
31 DCHECK(pad_state);
32 DCHECK(pad);
33 13
34 if (!pad_state->data.connected) { 14 provider_ = provider;
35 memset(pad, 0, sizeof(WebGamepad)); 15 OnAddedToProvider();
36 return; 16 }
37 }
38 17
39 // Copy the current state to the output buffer, using the mapping 18 GamepadDataFetcherFactory::GamepadDataFetcherFactory() {}
40 // function, if there is one available.
41 if (pad_state->mapper)
42 pad_state->mapper(pad_state->data, pad);
43 else
44 *pad = pad_state->data;
45
46 // About sanitization: Gamepads may report input event if the user is not
47 // interacting with it, due to hardware problems or environmental ones (pad
48 // has something heavy leaning against an axis.) This may cause user gestures
49 // to be detected erroniously, exposing gamepad information when the user had
50 // no intention of doing so. To avoid this we require that each button or axis
51 // report being at rest (zero) at least once before exposing its value to the
52 // Gamepad API. This state is tracked by the axis_mask and button_mask
53 // bitfields. If the bit for an axis or button is 0 it means the axis has
54 // never reported being at rest, and the value will be forced to zero.
55
56 // We can skip axis sanitation if all available axes have been masked.
57 uint32_t full_axis_mask = (1 << pad->axesLength) - 1;
58 if (pad_state->axis_mask != full_axis_mask) {
59 for (size_t axis = 0; axis < pad->axesLength; ++axis) {
60 if (!(pad_state->axis_mask & 1 << axis)) {
61 if (fabs(pad->axes[axis]) < kMinAxisResetValue) {
62 pad_state->axis_mask |= 1 << axis;
63 } else {
64 pad->axes[axis] = 0.0f;
65 }
66 }
67 }
68 }
69
70 // We can skip button sanitation if all available buttons have been masked.
71 uint32_t full_button_mask = (1 << pad->buttonsLength) - 1;
72 if (pad_state->button_mask != full_button_mask) {
73 for (size_t button = 0; button < pad->buttonsLength; ++button) {
74 if (!(pad_state->button_mask & 1 << button)) {
75 if (!pad->buttons[button].pressed) {
76 pad_state->button_mask |= 1 << button;
77 } else {
78 pad->buttons[button].pressed = false;
79 pad->buttons[button].value = 0.0f;
80 }
81 }
82 }
83 }
84 }
85 #endif
86 19
87 } // namespace device 20 } // namespace device
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