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| 1 // Copyright 2017 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 "ui/events/ozone/evdev/gamepad_event_converter_evdev.h" | |
| 6 | |
| 7 #include <errno.h> | |
| 8 #include <linux/input.h> | |
| 9 #include <stddef.h> | |
| 10 | |
| 11 #include "base/trace_event/trace_event.h" | |
| 12 #include "ui/events/event_utils.h" | |
| 13 #include "ui/events/ozone/evdev/device_event_dispatcher_evdev.h" | |
| 14 #include "ui/events/ozone/evdev/scoped_input_device.h" | |
| 15 #include "ui/events/ozone/gamepad/gamepad_event.h" | |
| 16 #include "ui/events/ozone/gamepad/gamepad_provider_ozone.h" | |
| 17 #include "ui/events/ozone/gamepad/webgamepad_constants.h" | |
| 18 | |
| 19 namespace ui { | |
| 20 | |
| 21 GamepadEventConverterEvdev::GamepadEventConverterEvdev( | |
| 22 ScopedInputDevice fd, | |
| 23 base::FilePath path, | |
| 24 int id, | |
| 25 const EventDeviceInfo& devinfo, | |
| 26 DeviceEventDispatcherEvdev* dispatcher) | |
| 27 : EventConverterEvdev(fd.get(), | |
| 28 path, | |
| 29 id, | |
| 30 devinfo.device_type(), | |
| 31 devinfo.name(), | |
| 32 devinfo.vendor_id(), | |
| 33 devinfo.product_id()), | |
| 34 will_send_frame_(false), | |
| 35 input_device_fd_(std::move(fd)), | |
| 36 dispatcher_(dispatcher) { | |
| 37 // In order to map gamepad, we have to save the abs_info from device_info | |
| 38 // and get the gamepad_mapping. | |
| 39 for (int code = 0; code < ABS_CNT; ++code) { | |
| 40 abs_info_[code] = devinfo.GetAbsInfoByCode(code); | |
| 41 if (devinfo.HasAbsEvent(code)) { | |
| 42 // If fuzz was reported as zero, it will be set to flat * 0.25f. It is the | |
| 43 // same thing done in Android InputReader.cpp. See: | |
| 44 // frameworks/native/services/inputflinger/InputReader.cpp line 6988 for | |
| 45 // more details. | |
| 46 if (abs_info_[code].fuzz == 0) { | |
| 47 abs_info_[code].fuzz = abs_info_[code].flat * 0.25f; | |
| 48 } | |
| 49 } | |
| 50 } | |
| 51 mapper_ = GetGamepadMapper(devinfo.vendor_id(), devinfo.product_id()); | |
| 52 } | |
| 53 | |
| 54 GamepadEventConverterEvdev::~GamepadEventConverterEvdev() { | |
| 55 DCHECK(!enabled_); | |
| 56 } | |
| 57 | |
| 58 bool GamepadEventConverterEvdev::HasGamepad() const { | |
| 59 return true; | |
| 60 } | |
| 61 | |
| 62 void GamepadEventConverterEvdev::OnFileCanReadWithoutBlocking(int fd) { | |
| 63 TRACE_EVENT1("evdev", | |
| 64 "GamepadEventConverterEvdev::OnFileCanReadWithoutBlocking", "fd", | |
| 65 fd); | |
| 66 while (true) { | |
| 67 input_event input; | |
| 68 ssize_t read_size = read(fd, &input, sizeof(input)); | |
| 69 if (read_size != sizeof(input)) { | |
| 70 if (errno == EINTR || errno == EAGAIN) | |
| 71 return; | |
| 72 if (errno != ENODEV) | |
| 73 PLOG(ERROR) << "error reading device " << path_.value(); | |
| 74 Stop(); | |
| 75 return; | |
| 76 } | |
| 77 | |
| 78 if (!enabled_) | |
| 79 return; | |
| 80 | |
| 81 ProcessEvent(input); | |
| 82 } | |
| 83 } | |
| 84 void GamepadEventConverterEvdev::OnDisabled() { | |
| 85 ResetGamepad(); | |
| 86 } | |
| 87 | |
| 88 void GamepadEventConverterEvdev::ProcessEvent(const input_event& evdev_ev) { | |
| 89 // We may have missed Gamepad releases. Reset everything. | |
| 90 // If the event is sync, we send a frame. | |
| 91 if (evdev_ev.type == EV_SYN) { | |
| 92 if (evdev_ev.code == SYN_DROPPED) { | |
| 93 LOG(WARNING) << "kernel dropped input events"; | |
| 94 ResyncGamepad(); | |
| 95 } else if (evdev_ev.code == SYN_REPORT) { | |
| 96 OnSync(TimeTicksFromInputEvent(evdev_ev)); | |
| 97 } | |
| 98 return; | |
| 99 } | |
| 100 | |
| 101 GamepadEventType mapped_type; | |
| 102 uint16_t mapped_code; | |
| 103 | |
| 104 bool found_map = | |
| 105 mapper_(evdev_ev.type, evdev_ev.code, &mapped_type, &mapped_code); | |
| 106 | |
| 107 // If we cannot find a map for this event, it will be discarded. | |
| 108 if (!found_map) { | |
| 109 return; | |
| 110 } | |
| 111 | |
| 112 // If it's btn -> btn mapping, we can send the event and return now. | |
| 113 if (mapped_type == GamepadEventType::BUTTON && evdev_ev.type == EV_KEY) { | |
| 114 OnButtonChange(mapped_code, evdev_ev.value, | |
| 115 TimeTicksFromInputEvent(evdev_ev)); | |
| 116 return; | |
| 117 } | |
| 118 | |
| 119 double mapped_abs_value; | |
| 120 | |
| 121 double mapped_abs_min = kWebGamepadJoystickMin; | |
| 122 double mapped_abs_max = kWebGamepadJoystickMax; | |
| 123 // If the mapped event is a trigger, we set the min and max to trigger | |
| 124 // min/max. | |
| 125 if (mapped_code == WG_BUTTON_LT || mapped_code == WG_BUTTON_RT) { | |
| 126 mapped_abs_min = kWebGamepadTriggerMin; | |
| 127 mapped_abs_max = kWebGamepadTriggerMax; | |
| 128 } | |
| 129 | |
| 130 // Code is out of ABS_MAX. This should not happen, but we don't want a gamepad | |
| 131 // reporting wrong values break the code. | |
| 132 if (evdev_ev.code < 0 || evdev_ev.code > ABS_MAX) { | |
| 133 return; | |
| 134 } | |
| 135 | |
| 136 struct input_absinfo& abs_info = abs_info_[evdev_ev.code]; | |
| 137 // To remove noise, the value must change at least by fuzz. | |
| 138 if (evdev_ev.value > abs_info.value - abs_info.fuzz && | |
|
spang
2017/05/03 22:00:37
Can't this fuzzing prevent the value from returnin
jkwang
2017/05/05 00:07:45
Done.
| |
| 139 evdev_ev.value < abs_info.value + abs_info.fuzz) { | |
| 140 return; | |
| 141 } | |
| 142 | |
| 143 // Save the old value for later use. | |
| 144 int old_value = abs_info.value; | |
| 145 abs_info.value = evdev_ev.value; | |
| 146 | |
| 147 double scale = | |
| 148 (mapped_abs_max - mapped_abs_min) / (abs_info.maximum - abs_info.minimum); | |
| 149 double offset = (abs_info.maximum + abs_info.minimum) / | |
|
spang
2017/05/03 22:00:38
offset and scale can be pre-calculated. If you do
jkwang
2017/05/05 00:07:45
Done.
| |
| 150 (mapped_abs_max - mapped_abs_min) * scale * mapped_abs_min; | |
| 151 | |
| 152 double scaled_flat = abs_info.flat * scale; | |
| 153 | |
| 154 mapped_abs_value = evdev_ev.value * scale + offset; | |
| 155 | |
| 156 // As the definition of linux input_absinfo.flat, value within the range of | |
| 157 // flat should be seen as zero. | |
| 158 if (mapped_abs_value < scaled_flat && mapped_abs_value > -scaled_flat) { | |
| 159 mapped_abs_value = 0.0; | |
| 160 } | |
| 161 | |
| 162 // If the mapped type is abs, we can send it now. | |
| 163 if (mapped_type == GamepadEventType::AXIS) { | |
| 164 OnAbsChange(mapped_code, mapped_abs_value, | |
| 165 TimeTicksFromInputEvent(evdev_ev)); | |
| 166 return; | |
| 167 } | |
| 168 | |
| 169 // We need to map HAT to DPAD depend on the state of the axis. | |
| 170 if (mapped_code == kHAT_X) { | |
| 171 if (mapped_abs_value < 0.0 || | |
| 172 (mapped_abs_value == 0.0 && old_value < abs_info.flat)) { | |
|
spang
2017/05/03 22:00:37
It's hard to follow this because it mixes use of t
jkwang
2017/05/05 00:07:45
Done.
| |
| 173 // If current HAT_X is < 0 or it was < 0 before, it's dpad left. | |
| 174 mapped_code = WG_BUTTON_DPAD_LEFT; | |
| 175 } else { | |
| 176 mapped_code = WG_BUTTON_DPAD_RIGHT; | |
| 177 } | |
| 178 } else if (mapped_code == kHAT_Y) { | |
| 179 if (mapped_abs_value < 0 || | |
| 180 (mapped_abs_value == 0.0 && old_value < abs_info.flat)) { | |
| 181 mapped_code = WG_BUTTON_DPAD_UP; | |
| 182 } else { | |
| 183 mapped_code = WG_BUTTON_DPAD_DOWN; | |
| 184 } | |
| 185 } | |
| 186 OnButtonChange(mapped_code, mapped_abs_value, | |
| 187 TimeTicksFromInputEvent(evdev_ev)); | |
| 188 } | |
| 189 | |
| 190 void GamepadEventConverterEvdev::ResetGamepad() { | |
| 191 base::TimeTicks timestamp = ui::EventTimeForNow(); | |
| 192 for (int btn_code = 0; btn_code < WG_BUTTON_COUNT; ++btn_code) { | |
| 193 OnButtonChange(btn_code, 0, timestamp); | |
| 194 } | |
| 195 | |
| 196 for (int abs_code = 0; abs_code < WG_ABS_COUNT; ++abs_code) { | |
| 197 OnAbsChange(abs_code, 0, timestamp); | |
| 198 } | |
| 199 OnSync(timestamp); | |
| 200 } | |
| 201 | |
| 202 void GamepadEventConverterEvdev::ResyncGamepad() { | |
|
spang
2017/05/03 22:00:37
Please either sync buttons or release them (or you
jkwang
2017/05/05 00:07:45
Done.
| |
| 203 EventDeviceInfo info; | |
| 204 if (!info.Initialize(fd_, path_)) { | |
| 205 LOG(ERROR) << "Failed to synchronize state for gamepad device: " | |
| 206 << path_.value(); | |
| 207 Stop(); | |
| 208 return; | |
| 209 } | |
| 210 for (int code = 0; code < ABS_CNT; ++code) { | |
| 211 abs_info_[code] = info.GetAbsInfoByCode(code); | |
| 212 if (info.HasAbsEvent(code) && | |
| 213 abs_info_[code].value != info.GetAbsValue(code)) { | |
| 214 input_event event; | |
| 215 event.time = base::Time::UnixEpoch().ToTimeVal(); | |
|
spang
2017/05/03 22:00:38
Unix epoch is for the real time clock. Input uses
jkwang
2017/05/05 00:07:45
Done.
| |
| 216 event.type = EV_ABS; | |
| 217 event.code = code; | |
| 218 event.value = info.GetAbsValue(code); | |
| 219 ProcessEvent(event); | |
| 220 } | |
| 221 } | |
| 222 OnSync(ui::EventTimeForNow()); | |
| 223 } | |
| 224 | |
| 225 void GamepadEventConverterEvdev::OnButtonChange( | |
| 226 unsigned int code, | |
| 227 double value, | |
| 228 const base::TimeTicks& timestamp) { | |
| 229 GamepadEvent event(input_device_.id, GamepadEventType::BUTTON, code, value, | |
| 230 timestamp); | |
| 231 dispatcher_->DispatchGamepadEvent(event); | |
| 232 will_send_frame_ = true; | |
| 233 } | |
| 234 | |
| 235 void GamepadEventConverterEvdev::OnAbsChange(unsigned int code, | |
| 236 double value, | |
| 237 const base::TimeTicks& timestamp) { | |
| 238 GamepadEvent event(input_device_.id, GamepadEventType::AXIS, code, value, | |
| 239 timestamp); | |
| 240 dispatcher_->DispatchGamepadEvent(event); | |
| 241 will_send_frame_ = true; | |
| 242 } | |
| 243 | |
| 244 void GamepadEventConverterEvdev::OnSync(const base::TimeTicks& timestamp) { | |
| 245 if (will_send_frame_) { | |
| 246 GamepadEvent event(input_device_.id, GamepadEventType::FRAME, 0, 0, | |
| 247 timestamp); | |
| 248 dispatcher_->DispatchGamepadEvent(event); | |
| 249 will_send_frame_ = false; | |
| 250 } | |
| 251 } | |
| 252 } // namespace ui | |
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