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Unified Diff: device/vr/android/gvr/gvr_gamepad_data_fetcher.cc

Issue 2351573002: Added support for GVR controllers (Closed)
Patch Set: Clean up some unnecessary changes Created 4 years, 3 months ago
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Index: device/vr/android/gvr/gvr_gamepad_data_fetcher.cc
diff --git a/device/vr/android/gvr/gvr_gamepad_data_fetcher.cc b/device/vr/android/gvr/gvr_gamepad_data_fetcher.cc
new file mode 100644
index 0000000000000000000000000000000000000000..e7da5e1a951cafa6f30d1c5d62ef73a8f7ac4c13
--- /dev/null
+++ b/device/vr/android/gvr/gvr_gamepad_data_fetcher.cc
@@ -0,0 +1,124 @@
+// Copyright 2016 The Chromium Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+
+#include "device/vr/android/gvr/gvr_gamepad_data_fetcher.h"
+
+#include "base/strings/utf_string_conversions.h"
+
+#include "device/vr/android/gvr/gvr_delegate.h"
+#include "third_party/WebKit/public/platform/WebGamepads.h"
+
+namespace device {
+
+namespace {
+
+void CopyToWebUString(unsigned short* dest,
+ size_t dest_length,
+ base::string16 src) {
+ const size_t str_to_copy = std::min(src.size(), dest_length - 1);
+ memcpy(dest, src.data(), str_to_copy * sizeof(base::string16::value_type));
+ dest[str_to_copy] = 0;
+}
+
+} // namespace
+
+using namespace blink;
+
+GvrGamepadDataFetcher::Factory::Factory(GvrDelegate* delegate)
+ : delegate_(delegate) {}
+
+GvrGamepadDataFetcher::Factory::~Factory() {}
+
+std::unique_ptr<GamepadDataFetcher>
+GvrGamepadDataFetcher::Factory::CreateDataFetcher() {
+ return std::unique_ptr<GamepadDataFetcher>(
+ new GvrGamepadDataFetcher(delegate_));
+}
+
+GamepadSource GvrGamepadDataFetcher::Factory::source() {
+ return GAMEPAD_SOURCE_GVR;
+}
+
+GvrGamepadDataFetcher::GvrGamepadDataFetcher(GvrDelegate* delegate) {
+ gvr::GvrApi* gvr_api = delegate->gvr_api();
+ controller_api_.reset(new gvr::ControllerApi());
+ int32_t options = gvr::ControllerApi::DefaultOptions();
+ options |= GVR_CONTROLLER_ENABLE_GYRO;
+ bool success = controller_api_->Init(options, gvr_api->GetContext());
+ if (!success)
+ controller_api_.reset(nullptr);
+}
+
+GvrGamepadDataFetcher::~GvrGamepadDataFetcher() {}
+
+GamepadSource GvrGamepadDataFetcher::source() {
+ return GAMEPAD_SOURCE_GVR;
+}
+
+void GvrGamepadDataFetcher::OnAddedToProvider() {
+ PauseHint(false);
+}
+
+void GvrGamepadDataFetcher::GetGamepadData(bool devices_changed_hint) {
+ if (!controller_api_)
+ return;
+
+ PadState* state = GetPadState(0);
+ if (!state)
+ return;
+
+ WebGamepad& pad = state->data;
mthiesse 2016/09/18 23:21:48 Just to check my understanding, we're only exposin
+ if (state->active_state == GAMEPAD_NEWLY_ACTIVE) {
+ // This is the first time we've seen this device, so do some one-time
+ // initialization
+ pad.connected = true;
+ CopyToWebUString(pad.id, WebGamepad::idLengthCap,
mthiesse 2016/09/18 23:21:48 Should this be WebGamepad::idLengthCap + 1 to incl
+ base::UTF8ToUTF16("Daydream Controller"));
+ CopyToWebUString(pad.mapping, WebGamepad::mappingLengthCap,
+ base::UTF8ToUTF16(""));
+ pad.buttonsLength = 1;
+ pad.axesLength = 2;
+ }
+
+ controller_state_.Update(*controller_api_);
+
+ pad.timestamp = controller_state_.GetLastOrientationTimestamp();
+
+ pad.hand = GamepadHandRight;
+
+ gvr_vec2f touch_position = controller_state_.GetTouchPos();
+ pad.axes[0] = (touch_position.x * 2.0) - 1.0;
+ pad.axes[1] = (touch_position.y * 2.0) - 1.0;
+
+ // TODO: use gamepad touched attribute to communicate touched state
+ pad.buttons[0].touched = controller_state_.IsTouching();
+ pad.buttons[0].pressed =
+ controller_state_.GetButtonState(GVR_CONTROLLER_BUTTON_CLICK);
+ pad.buttons[0].value = pad.buttons[0].pressed ? 1.0f : 0.0f;
+
+ // TODO: expose orientation/acceleration/velocity
mthiesse 2016/09/18 23:21:48 Should orientation still be in this TODO? Looks li
+ pad.pose.notNull = true;
+ pad.pose.hasOrientation = true;
+ pad.pose.hasPosition = false;
+
+ gvr_quatf orientation = controller_state_.GetOrientation();
+ pad.pose.orientation.notNull = true;
+ pad.pose.orientation.x = orientation.qx;
+ pad.pose.orientation.y = orientation.qy;
+ pad.pose.orientation.z = orientation.qz;
+ pad.pose.orientation.w = orientation.qw;
+}
+
+void GvrGamepadDataFetcher::PauseHint(bool paused) {
+ if (!controller_api_)
+ return;
+
+ if (paused) {
+ controller_api_->Pause();
+ } else {
+ controller_api_->Resume();
+ }
+}
+
+} // namespace device
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