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1 // Copyright 2014 The Chromium Authors. All rights reserved. | 1 // Copyright 2014 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 #include "device/gamepad/gamepad_standard_mappings.h" | 5 #include "device/gamepad/gamepad_standard_mappings.h" |
6 | 6 |
7 namespace device { | 7 namespace device { |
8 | 8 |
9 blink::WebGamepadButton AxisToButton(float input) { | 9 GamepadButton AxisToButton(float input) { |
10 float value = (input + 1.f) / 2.f; | 10 float value = (input + 1.f) / 2.f; |
11 bool pressed = value > kDefaultButtonPressedThreshold; | 11 bool pressed = value > kDefaultButtonPressedThreshold; |
12 bool touched = value > 0.0f; | 12 bool touched = value > 0.0f; |
13 return blink::WebGamepadButton(pressed, touched, value); | 13 return GamepadButton(pressed, touched, value); |
14 } | 14 } |
15 | 15 |
16 blink::WebGamepadButton AxisNegativeAsButton(float input) { | 16 GamepadButton AxisNegativeAsButton(float input) { |
17 float value = (input < -0.5f) ? 1.f : 0.f; | 17 float value = (input < -0.5f) ? 1.f : 0.f; |
18 bool pressed = value > kDefaultButtonPressedThreshold; | 18 bool pressed = value > kDefaultButtonPressedThreshold; |
19 bool touched = value > 0.0f; | 19 bool touched = value > 0.0f; |
20 return blink::WebGamepadButton(pressed, touched, value); | 20 return GamepadButton(pressed, touched, value); |
21 } | 21 } |
22 | 22 |
23 blink::WebGamepadButton AxisPositiveAsButton(float input) { | 23 GamepadButton AxisPositiveAsButton(float input) { |
24 float value = (input > 0.5f) ? 1.f : 0.f; | 24 float value = (input > 0.5f) ? 1.f : 0.f; |
25 bool pressed = value > kDefaultButtonPressedThreshold; | 25 bool pressed = value > kDefaultButtonPressedThreshold; |
26 bool touched = value > 0.0f; | 26 bool touched = value > 0.0f; |
27 return blink::WebGamepadButton(pressed, touched, value); | 27 return GamepadButton(pressed, touched, value); |
28 } | 28 } |
29 | 29 |
30 blink::WebGamepadButton ButtonFromButtonAndAxis(blink::WebGamepadButton button, | 30 GamepadButton ButtonFromButtonAndAxis(GamepadButton button, float axis) { |
31 float axis) { | |
32 float value = (axis + 1.f) / 2.f; | 31 float value = (axis + 1.f) / 2.f; |
33 return blink::WebGamepadButton(button.pressed, button.touched, value); | 32 return GamepadButton(button.pressed, button.touched, value); |
34 } | 33 } |
35 | 34 |
36 blink::WebGamepadButton NullButton() { | 35 GamepadButton NullButton() { |
37 return blink::WebGamepadButton(false, false, 0.0); | 36 return GamepadButton(false, false, 0.0); |
38 } | 37 } |
39 | 38 |
40 void DpadFromAxis(blink::WebGamepad* mapped, float dir) { | 39 void DpadFromAxis(Gamepad* mapped, float dir) { |
41 bool up = false; | 40 bool up = false; |
42 bool right = false; | 41 bool right = false; |
43 bool down = false; | 42 bool down = false; |
44 bool left = false; | 43 bool left = false; |
45 | 44 |
46 // Dpad is mapped as a direction on one axis, where -1 is up and it | 45 // Dpad is mapped as a direction on one axis, where -1 is up and it |
47 // increases clockwise to 1, which is up + left. It's set to a large (> 1.f) | 46 // increases clockwise to 1, which is up + left. It's set to a large (> 1.f) |
48 // number when nothing is depressed, except on start up, sometimes it's 0.0 | 47 // number when nothing is depressed, except on start up, sometimes it's 0.0 |
49 // for no data, rather than the large number. | 48 // for no data, rather than the large number. |
50 if (dir != 0.0f) { | 49 if (dir != 0.0f) { |
(...skipping 11 matching lines...) Expand all Loading... |
62 mapped->buttons[BUTTON_INDEX_DPAD_RIGHT].value = right ? 1.f : 0.f; | 61 mapped->buttons[BUTTON_INDEX_DPAD_RIGHT].value = right ? 1.f : 0.f; |
63 mapped->buttons[BUTTON_INDEX_DPAD_DOWN].pressed = down; | 62 mapped->buttons[BUTTON_INDEX_DPAD_DOWN].pressed = down; |
64 mapped->buttons[BUTTON_INDEX_DPAD_DOWN].touched = down; | 63 mapped->buttons[BUTTON_INDEX_DPAD_DOWN].touched = down; |
65 mapped->buttons[BUTTON_INDEX_DPAD_DOWN].value = down ? 1.f : 0.f; | 64 mapped->buttons[BUTTON_INDEX_DPAD_DOWN].value = down ? 1.f : 0.f; |
66 mapped->buttons[BUTTON_INDEX_DPAD_LEFT].pressed = left; | 65 mapped->buttons[BUTTON_INDEX_DPAD_LEFT].pressed = left; |
67 mapped->buttons[BUTTON_INDEX_DPAD_LEFT].touched = left; | 66 mapped->buttons[BUTTON_INDEX_DPAD_LEFT].touched = left; |
68 mapped->buttons[BUTTON_INDEX_DPAD_LEFT].value = left ? 1.f : 0.f; | 67 mapped->buttons[BUTTON_INDEX_DPAD_LEFT].value = left ? 1.f : 0.f; |
69 } | 68 } |
70 | 69 |
71 } // namespace device | 70 } // namespace device |
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