Chromium Code Reviews| OLD | NEW |
|---|---|
| (Empty) | |
| 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 | |
| OLD | NEW |