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Issue 2150173002: Added Touched attribute to GamepadButton (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Actually remove unnecessary test. Not sure what happened last time. Created 4 years, 3 months ago
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1 // Copyright 2014 The Chromium Authors. All rights reserved. 1 // Copyright 2014 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_standard_mappings.h" 5 #include "device/gamepad/gamepad_standard_mappings.h"
6 6
7 namespace device { 7 namespace device {
8 8
9 blink::WebGamepadButton AxisToButton(float input) { 9 blink::WebGamepadButton AxisToButton(float input) {
10 float value = (input + 1.f) / 2.f; 10 float value = (input + 1.f) / 2.f;
11 return blink::WebGamepadButton(value > kDefaultButtonPressedThreshold, value); 11 bool pressed = value > kDefaultButtonPressedThreshold;
12 bool touched = value > 0.0f;
13 return blink::WebGamepadButton(pressed, touched, value);
12 } 14 }
13 15
14 blink::WebGamepadButton AxisNegativeAsButton(float input) { 16 blink::WebGamepadButton AxisNegativeAsButton(float input) {
15 float value = (input < -0.5f) ? 1.f : 0.f; 17 float value = (input < -0.5f) ? 1.f : 0.f;
16 return blink::WebGamepadButton(value > kDefaultButtonPressedThreshold, value); 18 bool pressed = value > kDefaultButtonPressedThreshold;
19 bool touched = value > 0.0f;
20 return blink::WebGamepadButton(pressed, touched, value);
17 } 21 }
18 22
19 blink::WebGamepadButton AxisPositiveAsButton(float input) { 23 blink::WebGamepadButton AxisPositiveAsButton(float input) {
20 float value = (input > 0.5f) ? 1.f : 0.f; 24 float value = (input > 0.5f) ? 1.f : 0.f;
21 return blink::WebGamepadButton(value > kDefaultButtonPressedThreshold, value); 25 bool pressed = value > kDefaultButtonPressedThreshold;
26 bool touched = value > 0.0f;
27 return blink::WebGamepadButton(pressed, touched, value);
22 } 28 }
23 29
24 blink::WebGamepadButton ButtonFromButtonAndAxis(blink::WebGamepadButton button, 30 blink::WebGamepadButton ButtonFromButtonAndAxis(blink::WebGamepadButton button,
25 float axis) { 31 float axis) {
26 float value = (axis + 1.f) / 2.f; 32 float value = (axis + 1.f) / 2.f;
27 return blink::WebGamepadButton(button.pressed, value); 33 return blink::WebGamepadButton(button.pressed, button.touched, value);
28 } 34 }
29 35
30 blink::WebGamepadButton NullButton() { 36 blink::WebGamepadButton NullButton() {
31 return blink::WebGamepadButton(false, 0.0); 37 return blink::WebGamepadButton(false, false, 0.0);
32 } 38 }
33 39
34 void DpadFromAxis(blink::WebGamepad* mapped, float dir) { 40 void DpadFromAxis(blink::WebGamepad* mapped, float dir) {
35 bool up = false; 41 bool up = false;
36 bool right = false; 42 bool right = false;
37 bool down = false; 43 bool down = false;
38 bool left = false; 44 bool left = false;
39 45
40 // Dpad is mapped as a direction on one axis, where -1 is up and it 46 // Dpad is mapped as a direction on one axis, where -1 is up and it
41 // increases clockwise to 1, which is up + left. It's set to a large (> 1.f) 47 // increases clockwise to 1, which is up + left. It's set to a large (> 1.f)
42 // number when nothing is depressed, except on start up, sometimes it's 0.0 48 // number when nothing is depressed, except on start up, sometimes it's 0.0
43 // for no data, rather than the large number. 49 // for no data, rather than the large number.
44 if (dir != 0.0f) { 50 if (dir != 0.0f) {
45 up = (dir >= -1.f && dir < -0.7f) || (dir >= .95f && dir <= 1.f); 51 up = (dir >= -1.f && dir < -0.7f) || (dir >= .95f && dir <= 1.f);
46 right = dir >= -.75f && dir < -.1f; 52 right = dir >= -.75f && dir < -.1f;
47 down = dir >= -.2f && dir < .45f; 53 down = dir >= -.2f && dir < .45f;
48 left = dir >= .4f && dir <= 1.f; 54 left = dir >= .4f && dir <= 1.f;
49 } 55 }
50 56
51 mapped->buttons[BUTTON_INDEX_DPAD_UP].pressed = up; 57 mapped->buttons[BUTTON_INDEX_DPAD_UP].pressed = up;
58 mapped->buttons[BUTTON_INDEX_DPAD_UP].touched = up;
52 mapped->buttons[BUTTON_INDEX_DPAD_UP].value = up ? 1.f : 0.f; 59 mapped->buttons[BUTTON_INDEX_DPAD_UP].value = up ? 1.f : 0.f;
53 mapped->buttons[BUTTON_INDEX_DPAD_RIGHT].pressed = right; 60 mapped->buttons[BUTTON_INDEX_DPAD_RIGHT].pressed = right;
61 mapped->buttons[BUTTON_INDEX_DPAD_RIGHT].touched = right;
54 mapped->buttons[BUTTON_INDEX_DPAD_RIGHT].value = right ? 1.f : 0.f; 62 mapped->buttons[BUTTON_INDEX_DPAD_RIGHT].value = right ? 1.f : 0.f;
55 mapped->buttons[BUTTON_INDEX_DPAD_DOWN].pressed = down; 63 mapped->buttons[BUTTON_INDEX_DPAD_DOWN].pressed = down;
64 mapped->buttons[BUTTON_INDEX_DPAD_DOWN].touched = down;
56 mapped->buttons[BUTTON_INDEX_DPAD_DOWN].value = down ? 1.f : 0.f; 65 mapped->buttons[BUTTON_INDEX_DPAD_DOWN].value = down ? 1.f : 0.f;
57 mapped->buttons[BUTTON_INDEX_DPAD_LEFT].pressed = left; 66 mapped->buttons[BUTTON_INDEX_DPAD_LEFT].pressed = left;
67 mapped->buttons[BUTTON_INDEX_DPAD_LEFT].touched = left;
58 mapped->buttons[BUTTON_INDEX_DPAD_LEFT].value = left ? 1.f : 0.f; 68 mapped->buttons[BUTTON_INDEX_DPAD_LEFT].value = left ? 1.f : 0.f;
59 } 69 }
60 70
61 } // namespace device 71 } // namespace device
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