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Unified Diff: ui/events/ozone/evdev/gamepad_event_converter_evdev.cc

Issue 2805793002: ozone: evdev: Add gamepad support (Closed)
Patch Set: Support Gamepad in Ozone. Created 3 years, 8 months ago
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Index: ui/events/ozone/evdev/gamepad_event_converter_evdev.cc
diff --git a/ui/events/ozone/evdev/gamepad_event_converter_evdev.cc b/ui/events/ozone/evdev/gamepad_event_converter_evdev.cc
new file mode 100644
index 0000000000000000000000000000000000000000..3187b91246d75ff4f7b989b640ff6972da772a21
--- /dev/null
+++ b/ui/events/ozone/evdev/gamepad_event_converter_evdev.cc
@@ -0,0 +1,252 @@
+// Copyright 2017 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 "ui/events/ozone/evdev/gamepad_event_converter_evdev.h"
+
+#include <errno.h>
+#include <linux/input.h>
+#include <stddef.h>
+
+#include "base/trace_event/trace_event.h"
+#include "ui/events/event_utils.h"
+#include "ui/events/ozone/evdev/device_event_dispatcher_evdev.h"
+#include "ui/events/ozone/evdev/scoped_input_device.h"
+#include "ui/events/ozone/gamepad/gamepad_event.h"
+#include "ui/events/ozone/gamepad/gamepad_provider_ozone.h"
+#include "ui/events/ozone/gamepad/webgamepad_constants.h"
+
+namespace ui {
+
+GamepadEventConverterEvdev::GamepadEventConverterEvdev(
+ ScopedInputDevice fd,
+ base::FilePath path,
+ int id,
+ const EventDeviceInfo& devinfo,
+ DeviceEventDispatcherEvdev* dispatcher)
+ : EventConverterEvdev(fd.get(),
+ path,
+ id,
+ devinfo.device_type(),
+ devinfo.name(),
+ devinfo.vendor_id(),
+ devinfo.product_id()),
+ will_send_frame_(false),
+ input_device_fd_(std::move(fd)),
+ dispatcher_(dispatcher) {
+ // In order to map gamepad, we have to save the abs_info from device_info
+ // and get the gamepad_mapping.
+ for (int code = 0; code < ABS_CNT; ++code) {
+ abs_info_[code] = devinfo.GetAbsInfoByCode(code);
+ if (devinfo.HasAbsEvent(code)) {
+ // If fuzz was reported as zero, it will be set to flat * 0.25f. It is the
+ // same thing done in Android InputReader.cpp. See:
+ // frameworks/native/services/inputflinger/InputReader.cpp line 6988 for
+ // more details.
+ if (abs_info_[code].fuzz == 0) {
+ abs_info_[code].fuzz = abs_info_[code].flat * 0.25f;
+ }
+ }
+ }
+ mapper_ = GetGamepadMapper(devinfo.vendor_id(), devinfo.product_id());
+}
+
+GamepadEventConverterEvdev::~GamepadEventConverterEvdev() {
+ DCHECK(!enabled_);
+}
+
+bool GamepadEventConverterEvdev::HasGamepad() const {
+ return true;
+}
+
+void GamepadEventConverterEvdev::OnFileCanReadWithoutBlocking(int fd) {
+ TRACE_EVENT1("evdev",
+ "GamepadEventConverterEvdev::OnFileCanReadWithoutBlocking", "fd",
+ fd);
+ while (true) {
+ input_event input;
+ ssize_t read_size = read(fd, &input, sizeof(input));
+ if (read_size != sizeof(input)) {
+ if (errno == EINTR || errno == EAGAIN)
+ return;
+ if (errno != ENODEV)
+ PLOG(ERROR) << "error reading device " << path_.value();
+ Stop();
+ return;
+ }
+
+ if (!enabled_)
+ return;
+
+ ProcessEvent(input);
+ }
+}
+void GamepadEventConverterEvdev::OnDisabled() {
+ ResetGamepad();
+}
+
+void GamepadEventConverterEvdev::ProcessEvent(const input_event& evdev_ev) {
+ // We may have missed Gamepad releases. Reset everything.
+ // If the event is sync, we send a frame.
+ if (evdev_ev.type == EV_SYN) {
+ if (evdev_ev.code == SYN_DROPPED) {
+ LOG(WARNING) << "kernel dropped input events";
+ ResyncGamepad();
+ } else if (evdev_ev.code == SYN_REPORT) {
+ OnSync(TimeTicksFromInputEvent(evdev_ev));
+ }
+ return;
+ }
+
+ GamepadEventType mapped_type;
+ uint16_t mapped_code;
+
+ bool found_map =
+ mapper_(evdev_ev.type, evdev_ev.code, &mapped_type, &mapped_code);
+
+ // If we cannot find a map for this event, it will be discarded.
+ if (!found_map) {
+ return;
+ }
+
+ // If it's btn -> btn mapping, we can send the event and return now.
+ if (mapped_type == GamepadEventType::BUTTON && evdev_ev.type == EV_KEY) {
+ OnButtonChange(mapped_code, evdev_ev.value,
+ TimeTicksFromInputEvent(evdev_ev));
+ return;
+ }
+
+ double mapped_abs_value;
+
+ double mapped_abs_min = kWebGamepadJoystickMin;
+ double mapped_abs_max = kWebGamepadJoystickMax;
+ // If the mapped event is a trigger, we set the min and max to trigger
+ // min/max.
+ if (mapped_code == WG_BUTTON_L2 || mapped_code == WG_BUTTON_R2) {
+ mapped_abs_min = kWebGamepadTriggerMin;
+ mapped_abs_max = kWebGamepadTriggerMax;
+ }
+
+ // Code is out of ABS_MAX. This should not happen, but we don't want a gamepad
+ // reporting wrong values break the code.
+ if (evdev_ev.code < 0 || evdev_ev.code > ABS_MAX) {
+ return;
+ }
+
+ struct input_absinfo& abs_info = abs_info_[evdev_ev.code];
+ // To remove noise, the value must change at least by fuzz.
+ if (evdev_ev.value > abs_info.value - abs_info.fuzz &&
+ evdev_ev.value < abs_info.value + abs_info.fuzz) {
+ return;
+ }
+
+ // Save the old value for later use.
+ int old_value = abs_info.value;
+ abs_info.value = evdev_ev.value;
+
+ double scale =
+ (mapped_abs_max - mapped_abs_min) / (abs_info.maximum - abs_info.minimum);
+ double offset = (abs_info.maximum + abs_info.minimum) /
+ (mapped_abs_max - mapped_abs_min) * scale * mapped_abs_min;
+
+ double scaled_flat = abs_info.flat * scale;
+
+ mapped_abs_value = evdev_ev.value * scale + offset;
+
+ // As the definition of linux input_absinfo.flat, value within the range of
+ // flat should be seen as zero.
+ if (mapped_abs_value < scaled_flat && mapped_abs_value > -scaled_flat) {
+ mapped_abs_value = 0.0;
+ }
+
+ // If the mapped type is abs, we can send it now.
+ if (mapped_type == GamepadEventType::AXIS) {
+ OnAbsChange(mapped_code, mapped_abs_value,
+ TimeTicksFromInputEvent(evdev_ev));
+ return;
+ }
+
+ // We need to map HAT to DPAD depend on the state of the axis.
+ if (mapped_code == kHAT_X) {
+ if (mapped_abs_value < 0.0 ||
+ (mapped_abs_value == 0.0 && old_value < abs_info.flat)) {
+ // If current HAT_X is < 0 or it was < 0 before, it's dpad left.
+ mapped_code = WG_BUTTON_DPAD_LEFT;
+ } else {
+ mapped_code = WG_BUTTON_DPAD_RIGHT;
+ }
+ } else if (mapped_code == kHAT_Y) {
+ if (mapped_abs_value < 0 ||
+ (mapped_abs_value == 0.0 && old_value < abs_info.flat)) {
+ mapped_code = WG_BUTTON_DPAD_UP;
+ } else {
+ mapped_code = WG_BUTTON_DPAD_DOWN;
+ }
+ }
+ OnButtonChange(mapped_code, mapped_abs_value,
+ TimeTicksFromInputEvent(evdev_ev));
+}
+
+void GamepadEventConverterEvdev::ResetGamepad() {
+ base::TimeTicks timestamp = ui::EventTimeForNow();
+ for (int btn_code = 0; btn_code < kWebGamepadBtnCnt; ++btn_code) {
+ OnButtonChange(btn_code, 0, timestamp);
+ }
+
+ for (int abs_code = 0; abs_code < kWebGamepadAbsCnt; ++abs_code) {
+ OnAbsChange(abs_code, 0, timestamp);
+ }
+ OnSync(timestamp);
+}
+
+void GamepadEventConverterEvdev::ResyncGamepad() {
+ EventDeviceInfo info;
+ if (!info.Initialize(fd_, path_)) {
+ LOG(ERROR) << "Failed to synchronize state for gamepad device: "
+ << path_.value();
+ Stop();
+ return;
+ }
+ for (int code = 0; code < ABS_CNT; ++code) {
+ abs_info_[code] = info.GetAbsInfoByCode(code);
+ if (info.HasAbsEvent(code) &&
+ abs_info_[code].value != info.GetAbsValue(code)) {
+ input_event event;
+ event.time = base::Time::UnixEpoch().ToTimeVal();
+ event.type = EV_ABS;
+ event.code = code;
+ event.value = info.GetAbsValue(code);
+ ProcessEvent(event);
+ }
+ }
+ OnSync(ui::EventTimeForNow());
+}
+
+void GamepadEventConverterEvdev::OnButtonChange(
+ unsigned int code,
+ double value,
+ const base::TimeTicks& timestamp) {
+ GamepadEvent event(input_device_.id, GamepadEventType::BUTTON, code, value,
+ timestamp);
+ dispatcher_->DispatchGamepadEvent(event);
+ will_send_frame_ = true;
+}
+
+void GamepadEventConverterEvdev::OnAbsChange(unsigned int code,
+ double value,
+ const base::TimeTicks& timestamp) {
+ GamepadEvent event(input_device_.id, GamepadEventType::AXIS, code, value,
+ timestamp);
+ dispatcher_->DispatchGamepadEvent(event);
+ will_send_frame_ = true;
+}
+
+void GamepadEventConverterEvdev::OnSync(const base::TimeTicks& timestamp) {
+ if (will_send_frame_) {
+ GamepadEvent event(input_device_.id, GamepadEventType::FRAME, 0, 0,
+ timestamp);
+ dispatcher_->DispatchGamepadEvent(event);
+ will_send_frame_ = false;
+ }
+}
+} // namespace ui

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