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1 // Copyright 2016 The Chromium Authors. All rights reserved. | 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 | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #ifndef DEVICE_GAMEPAD_GAMEPAD_PAD_STATE_PROVIDER_H_ | 5 #ifndef DEVICE_GAMEPAD_GAMEPAD_PAD_STATE_PROVIDER_H_ |
6 #define DEVICE_GAMEPAD_GAMEPAD_PAD_STATE_PROVIDER_H_ | 6 #define DEVICE_GAMEPAD_GAMEPAD_PAD_STATE_PROVIDER_H_ |
7 | 7 |
8 #include <stdint.h> | 8 #include <stdint.h> |
9 | 9 |
10 #include <limits> | 10 #include <limits> |
11 #include <memory> | 11 #include <memory> |
12 | 12 |
13 #include "device/gamepad/gamepad_export.h" | 13 #include "device/gamepad/gamepad_export.h" |
14 #include "device/gamepad/gamepad_standard_mappings.h" | 14 #include "device/gamepad/gamepad_standard_mappings.h" |
15 #include "third_party/WebKit/public/platform/WebGamepad.h" | 15 #include "device/gamepad/public/cpp/gamepad.h" |
16 | 16 |
17 namespace device { | 17 namespace device { |
18 | 18 |
19 class GamepadDataFetcher; | 19 class GamepadDataFetcher; |
20 | 20 |
21 enum GamepadSource { | 21 enum GamepadSource { |
22 GAMEPAD_SOURCE_NONE = 0, | 22 GAMEPAD_SOURCE_NONE = 0, |
23 GAMEPAD_SOURCE_ANDROID, | 23 GAMEPAD_SOURCE_ANDROID, |
24 GAMEPAD_SOURCE_GVR, | 24 GAMEPAD_SOURCE_GVR, |
25 GAMEPAD_SOURCE_LINUX_UDEV, | 25 GAMEPAD_SOURCE_LINUX_UDEV, |
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40 struct PadState { | 40 struct PadState { |
41 // Which data fetcher provided this gamepad's data. | 41 // Which data fetcher provided this gamepad's data. |
42 GamepadSource source; | 42 GamepadSource source; |
43 // Data fetcher-specific identifier for this gamepad. | 43 // Data fetcher-specific identifier for this gamepad. |
44 int source_id; | 44 int source_id; |
45 | 45 |
46 // Indicates whether or not the gamepad is actively being updated | 46 // Indicates whether or not the gamepad is actively being updated |
47 GamepadActiveState active_state; | 47 GamepadActiveState active_state; |
48 | 48 |
49 // Gamepad data, unmapped. | 49 // Gamepad data, unmapped. |
50 blink::WebGamepad data; | 50 Gamepad data; |
51 | 51 |
52 // Functions to map from device data to standard layout, if available. May | 52 // Functions to map from device data to standard layout, if available. May |
53 // be null if no mapping is available or needed. | 53 // be null if no mapping is available or needed. |
54 GamepadStandardMappingFunction mapper; | 54 GamepadStandardMappingFunction mapper; |
55 | 55 |
56 // Sanitization masks | 56 // Sanitization masks |
57 // axis_mask and button_mask are bitfields that represent the reset state of | 57 // axis_mask and button_mask are bitfields that represent the reset state of |
58 // each input. If a button or axis has ever reported 0 in the past the | 58 // each input. If a button or axis has ever reported 0 in the past the |
59 // corresponding bit will be set to 1. | 59 // corresponding bit will be set to 1. |
60 | 60 |
61 // If we ever increase the max axis count this will need to be updated. | 61 // If we ever increase the max axis count this will need to be updated. |
62 static_assert(blink::WebGamepad::kAxesLengthCap <= | 62 static_assert(Gamepad::kAxesLengthCap <= |
63 std::numeric_limits<uint32_t>::digits, | 63 std::numeric_limits<uint32_t>::digits, |
64 "axis_mask is not large enough"); | 64 "axis_mask is not large enough"); |
65 uint32_t axis_mask; | 65 uint32_t axis_mask; |
66 | 66 |
67 // If we ever increase the max button count this will need to be updated. | 67 // If we ever increase the max button count this will need to be updated. |
68 static_assert(blink::WebGamepad::kButtonsLengthCap <= | 68 static_assert(Gamepad::kButtonsLengthCap <= |
69 std::numeric_limits<uint32_t>::digits, | 69 std::numeric_limits<uint32_t>::digits, |
70 "button_mask is not large enough"); | 70 "button_mask is not large enough"); |
71 uint32_t button_mask; | 71 uint32_t button_mask; |
72 }; | 72 }; |
73 | 73 |
74 class DEVICE_GAMEPAD_EXPORT GamepadPadStateProvider { | 74 class DEVICE_GAMEPAD_EXPORT GamepadPadStateProvider { |
75 public: | 75 public: |
76 GamepadPadStateProvider(); | 76 GamepadPadStateProvider(); |
77 virtual ~GamepadPadStateProvider(); | 77 virtual ~GamepadPadStateProvider(); |
78 | 78 |
79 // Gets a PadState object for the given source and id. If the device hasn't | 79 // Gets a PadState object for the given source and id. If the device hasn't |
80 // been encountered before one of the remaining slots will be reserved for it. | 80 // been encountered before one of the remaining slots will be reserved for it. |
81 // If no slots are available will return NULL. | 81 // If no slots are available will return NULL. |
82 PadState* GetPadState(GamepadSource source, int source_id); | 82 PadState* GetPadState(GamepadSource source, int source_id); |
83 | 83 |
84 protected: | 84 protected: |
85 void ClearPadState(PadState& state); | 85 void ClearPadState(PadState& state); |
86 | 86 |
87 void InitializeDataFetcher(GamepadDataFetcher* fetcher); | 87 void InitializeDataFetcher(GamepadDataFetcher* fetcher); |
88 | 88 |
89 void MapAndSanitizeGamepadData(PadState* pad_state, | 89 void MapAndSanitizeGamepadData(PadState* pad_state, |
90 blink::WebGamepad* pad, | 90 Gamepad* pad, |
91 bool sanitize); | 91 bool sanitize); |
92 | 92 |
93 // Tracks the state of each gamepad slot. | 93 // Tracks the state of each gamepad slot. |
94 std::unique_ptr<PadState[]> pad_states_; | 94 std::unique_ptr<PadState[]> pad_states_; |
95 }; | 95 }; |
96 | 96 |
97 } // namespace device | 97 } // namespace device |
98 | 98 |
99 #endif // DEVICE_GAMEPAD_GAMEPAD_PAD_STATE_PROVIDER_H_ | 99 #endif // DEVICE_GAMEPAD_GAMEPAD_PAD_STATE_PROVIDER_H_ |
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