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1 // Copyright 2016 The Chromium Authors. All rights reserved. | |
2 // Use of this source code is governed by a BSD-style license that can be | |
3 // found in the LICENSE file. | |
4 | |
5 #include "device/gamepad/game_controller_data_fetcher_mac.h" | |
6 | |
7 #include <string.h> | |
8 | |
9 #include "base/strings/string16.h" | |
10 #include "base/strings/string_util.h" | |
11 #include "base/strings/utf_string_conversions.h" | |
12 #include "base/time/time.h" | |
13 | |
14 #import <GameController/GameController.h> | |
15 | |
16 using blink::WebGamepad; | |
17 using blink::WebGamepads; | |
18 | |
19 namespace device { | |
20 | |
21 namespace { | |
22 | |
23 void CopyNSStringAsUTF16LittleEndian(NSString* src, | |
24 blink::WebUChar* dest, | |
25 size_t dest_len) { | |
26 NSData* as16 = [src dataUsingEncoding:NSUTF16LittleEndianStringEncoding]; | |
27 memset(dest, 0, dest_len); | |
28 [as16 getBytes:dest length:dest_len - sizeof(blink::WebUChar)]; | |
29 } | |
30 | |
31 } // namespace | |
32 | |
33 GameControllerDataFetcherMac::GameControllerDataFetcherMac() {} | |
34 | |
35 GameControllerDataFetcherMac::~GameControllerDataFetcherMac() {} | |
36 | |
37 GamepadSource GameControllerDataFetcherMac::source() { | |
38 return Factory::static_source(); | |
39 } | |
40 | |
41 void GameControllerDataFetcherMac::GetGamepadData(bool) { | |
42 NSArray* controllers = [GCController controllers]; | |
43 | |
44 for (GCController* controller in controllers) { | |
45 auto extended_gamepad = [controller extendedGamepad]; | |
46 | |
47 // We only support the extendedGamepad profile, the basic gamepad profile | |
48 // appears to only be for iOS devices. | |
49 if (!extended_gamepad) | |
50 continue; | |
51 | |
52 int player_index = [controller playerIndex]; | |
53 PadState* state = GetPadState(player_index); | |
54 if (!state) | |
55 continue; | |
56 | |
57 WebGamepad& pad = state->data; | |
58 | |
59 // This first time we encounter a gamepad, set it's name, mapping, and | |
scottmg
2016/08/24 18:44:55
nit: it's -> its
| |
60 // axes/button counts. This information is static, so it only needs to be | |
61 // done once. | |
62 if (state->active_state == GAMEPAD_NEWLY_ACTIVE) { | |
63 NSString* vendorName = [controller vendorName]; | |
64 NSString* ident = | |
65 [NSString stringWithFormat:@"%@ (STANDARD GAMEPAD)", | |
66 vendorName ? vendorName : @"Unknown"]; | |
67 CopyNSStringAsUTF16LittleEndian(ident, pad.id, sizeof(pad.id)); | |
68 | |
69 CopyNSStringAsUTF16LittleEndian(@"standard", pad.mapping, | |
70 sizeof(pad.mapping)); | |
71 | |
72 pad.axesLength = 4; | |
73 pad.buttonsLength = 16; | |
74 pad.connected = true; | |
75 } | |
76 | |
77 pad.timestamp = base::TimeTicks::Now().ToInternalValue(); | |
78 | |
79 pad.axes[0] = [[[extended_gamepad leftThumbstick] xAxis] value]; | |
80 pad.axes[1] = -[[[extended_gamepad leftThumbstick] yAxis] value]; | |
81 pad.axes[2] = [[[extended_gamepad rightThumbstick] xAxis] value]; | |
82 pad.axes[3] = -[[[extended_gamepad rightThumbstick] yAxis] value]; | |
83 | |
84 #define BUTTON(i, b) \ | |
85 pad.buttons[i].pressed = [b isPressed]; \ | |
86 pad.buttons[i].value = [b value]; | |
87 | |
88 BUTTON(0, [extended_gamepad buttonA]); | |
scottmg
2016/08/24 18:44:55
#include "device/gamepad/gamepad_standard_mappings
| |
89 BUTTON(1, [extended_gamepad buttonB]); | |
90 BUTTON(2, [extended_gamepad buttonX]); | |
91 BUTTON(3, [extended_gamepad buttonY]); | |
92 BUTTON(4, [extended_gamepad leftShoulder]); | |
93 BUTTON(5, [extended_gamepad rightShoulder]); | |
94 BUTTON(6, [extended_gamepad leftTrigger]); | |
95 BUTTON(7, [extended_gamepad rightTrigger]); | |
96 | |
97 // No start, select, or thumbstick buttons | |
scottmg
2016/08/24 18:44:55
Sorry, I should know this, but are [8-11] these gu
| |
98 | |
99 BUTTON(12, [[extended_gamepad dpad] up]); | |
100 BUTTON(13, [[extended_gamepad dpad] down]); | |
101 BUTTON(14, [[extended_gamepad dpad] left]); | |
102 BUTTON(15, [[extended_gamepad dpad] right]); | |
103 | |
104 #undef BUTTON | |
105 } | |
106 } | |
107 | |
108 } // namespace device | |
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