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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 <linux/input.h> |
| 6 #include <algorithm> |
| 7 #include <bitset> |
| 8 #include <cstdint> |
| 9 #include <list> |
| 10 #include <set> |
| 11 #include <vector> |
| 12 |
| 13 #include "base/macros.h" |
| 14 #include "base/memory/ptr_util.h" |
| 15 #include "ui/events/ozone/evdev/event_device_info.h" |
| 16 #include "ui/events/ozone/gamepad/generic_gamepad_mapping.h" |
| 17 #include "ui/events/ozone/gamepad/webgamepad_constants.h" |
| 18 |
| 19 namespace { |
| 20 using ui::GamepadEventType; |
| 21 |
| 22 class GenericGamepadMapper : public ui::GamepadMapper { |
| 23 public: |
| 24 GenericGamepadMapper(std::vector<ui::AbsMapEntry> axis_mapping, |
| 25 std::vector<ui::KeyMapEntry> button_mapping) { |
| 26 axis_mapping.swap(axis_mapping_); |
| 27 button_mapping.swap(button_mapping_); |
| 28 } |
| 29 |
| 30 bool Map(uint16_t type, |
| 31 uint16_t code, |
| 32 ui::GamepadEventType* mapped_type, |
| 33 uint16_t* mapped_code) const override { |
| 34 if (type == EV_KEY) { |
| 35 for (auto entry : button_mapping_) { |
| 36 if (entry.evdev_code == code) { |
| 37 *mapped_type = ui::GamepadEventType::BUTTON; |
| 38 *mapped_code = entry.mapped_code; |
| 39 return true; |
| 40 } |
| 41 } |
| 42 return false; |
| 43 } |
| 44 |
| 45 if (type == EV_ABS) { |
| 46 for (auto entry : axis_mapping_) { |
| 47 if (entry.evdev_code == code) { |
| 48 *mapped_type = entry.mapped_type; |
| 49 *mapped_code = entry.mapped_code; |
| 50 return true; |
| 51 } |
| 52 } |
| 53 return false; |
| 54 } |
| 55 return false; |
| 56 } |
| 57 |
| 58 ~GenericGamepadMapper() override {} |
| 59 |
| 60 private: |
| 61 std::vector<ui::AbsMapEntry> axis_mapping_; |
| 62 std::vector<ui::KeyMapEntry> button_mapping_; |
| 63 }; |
| 64 |
| 65 // This helper class will be used to build generic mapping. |
| 66 class GamepadMapperBuilder { |
| 67 public: |
| 68 explicit GamepadMapperBuilder(const ui::EventDeviceInfo& devinfo) |
| 69 : devinfo_(devinfo) {} |
| 70 |
| 71 std::unique_ptr<ui::GamepadMapper> ToGamepadMapper() { |
| 72 return base::MakeUnique<GenericGamepadMapper>(std::move(axis_mapping_), |
| 73 std::move(button_mapping_)); |
| 74 } |
| 75 |
| 76 void MapButton(uint16_t from_button, uint16_t mapped_button) { |
| 77 if (!devinfo_.HasKeyEvent(from_button)) { |
| 78 return; |
| 79 } |
| 80 DCHECK(!IfEvdevButtonMappedFrom(from_button)); |
| 81 DCHECK(!IfWebgamepadButtonMappedTo(mapped_button)); |
| 82 |
| 83 button_mapping_.push_back({from_button, mapped_button}); |
| 84 evdev_buttons_.set(from_button); |
| 85 webgamepad_buttons_.set(mapped_button); |
| 86 } |
| 87 |
| 88 void MapAxisToButton(uint16_t from_axis, uint16_t mapped_button) { |
| 89 if (!devinfo_.HasAbsEvent(from_axis)) { |
| 90 return; |
| 91 } |
| 92 DCHECK(!IfEvdevAxisMappedFrom(from_axis)); |
| 93 evdev_axes_.set(from_axis); |
| 94 axis_mapping_.push_back(TO_BTN(from_axis, mapped_button)); |
| 95 |
| 96 if (mapped_button == ui::kHAT_X) { |
| 97 DCHECK(!IfWebgamepadButtonMappedTo(ui::WG_BUTTON_DPAD_LEFT)); |
| 98 DCHECK(!IfWebgamepadButtonMappedTo(ui::WG_BUTTON_DPAD_RIGHT)); |
| 99 |
| 100 webgamepad_buttons_.set(ui::WG_BUTTON_DPAD_LEFT); |
| 101 webgamepad_buttons_.set(ui::WG_BUTTON_DPAD_RIGHT); |
| 102 } else if (mapped_button == ui::kHAT_Y) { |
| 103 DCHECK(!IfWebgamepadButtonMappedTo(ui::WG_BUTTON_DPAD_UP)); |
| 104 DCHECK(!IfWebgamepadButtonMappedTo(ui::WG_BUTTON_DPAD_DOWN)); |
| 105 |
| 106 webgamepad_buttons_.set(ui::WG_BUTTON_DPAD_UP); |
| 107 webgamepad_buttons_.set(ui::WG_BUTTON_DPAD_DOWN); |
| 108 } else { |
| 109 DCHECK(!IfWebgamepadButtonMappedTo(mapped_button)); |
| 110 webgamepad_buttons_.set(mapped_button); |
| 111 } |
| 112 } |
| 113 |
| 114 void MapAxisToAxis(uint16_t from_axis, uint16_t mapped_axis) { |
| 115 if (!devinfo_.HasAbsEvent(from_axis)) { |
| 116 return; |
| 117 } |
| 118 DCHECK(!IfEvdevAxisMappedFrom(from_axis)); |
| 119 DCHECK(!IfWebgamepadAxisMappedTo(mapped_axis)); |
| 120 |
| 121 axis_mapping_.push_back(TO_ABS(from_axis, mapped_axis)); |
| 122 evdev_axes_.set(from_axis); |
| 123 webgamepad_axes_.set(mapped_axis); |
| 124 } |
| 125 |
| 126 void MapButtonLikeJoydev() { |
| 127 uint16_t next_unmapped_button = 0; |
| 128 // In linux kernel, joydev.c map evdev events in the same way. |
| 129 for (int i = BTN_JOYSTICK - BTN_MISC; i < KEY_MAX - BTN_MISC + 1; i++) { |
| 130 int code = i + BTN_MISC; |
| 131 if (devinfo_.HasKeyEvent(code) && !IfEvdevButtonMappedFrom(code) && |
| 132 FindNextUnmappedCode(webgamepad_buttons_, &next_unmapped_button)) { |
| 133 MapButton(code, next_unmapped_button); |
| 134 } |
| 135 } |
| 136 |
| 137 for (int i = 0; i < BTN_JOYSTICK - BTN_MISC; i++) { |
| 138 int code = i + BTN_MISC; |
| 139 if (devinfo_.HasKeyEvent(code) && !IfEvdevButtonMappedFrom(code) && |
| 140 FindNextUnmappedCode(webgamepad_buttons_, &next_unmapped_button)) { |
| 141 MapButton(code, next_unmapped_button); |
| 142 } |
| 143 } |
| 144 } |
| 145 |
| 146 void MapAxisLikeJoydev() { |
| 147 uint16_t next_unmapped_axis = 0; |
| 148 for (int code = 0; code < ABS_CNT; ++code) { |
| 149 if (devinfo_.HasAbsEvent(code) && !IfEvdevAxisMappedFrom(code) && |
| 150 FindNextUnmappedCode(webgamepad_axes_, &next_unmapped_axis)) { |
| 151 MapAxisToAxis(code, next_unmapped_axis); |
| 152 } |
| 153 } |
| 154 } |
| 155 |
| 156 private: |
| 157 // This function helps to find the next unmapped button or axis. Code is the |
| 158 // last unmapped code and will be the next unmapped code when the function |
| 159 // returns. |
| 160 template <typename T> |
| 161 bool FindNextUnmappedCode(const T& bitset, uint16_t* code) { |
| 162 for (uint16_t i = *code; i < bitset.size(); ++i) { |
| 163 if (!bitset.test(i)) { |
| 164 *code = i; |
| 165 return true; |
| 166 } |
| 167 } |
| 168 return false; |
| 169 } |
| 170 |
| 171 bool IfEvdevButtonMappedFrom(uint16_t code) { |
| 172 DCHECK_LT(code, KEY_CNT); |
| 173 return evdev_buttons_.test(code); |
| 174 } |
| 175 |
| 176 bool IfEvdevAxisMappedFrom(uint16_t code) { |
| 177 DCHECK_LT(code, ABS_CNT); |
| 178 return evdev_axes_.test(code); |
| 179 } |
| 180 |
| 181 bool IfWebgamepadButtonMappedTo(uint16_t code) { |
| 182 DCHECK_LT(code, ui::WG_BUTTON_COUNT); |
| 183 return webgamepad_buttons_.test(code); |
| 184 } |
| 185 |
| 186 bool IfWebgamepadAxisMappedTo(uint16_t code) { |
| 187 DCHECK_LT(code, ui::WG_ABS_COUNT); |
| 188 return webgamepad_axes_.test(code); |
| 189 } |
| 190 |
| 191 const ui::EventDeviceInfo& devinfo_; |
| 192 |
| 193 // Mapped webgamepad buttons and axes will be marked as true. |
| 194 std::bitset<ui::WG_BUTTON_COUNT> webgamepad_buttons_; |
| 195 std::bitset<ui::WG_ABS_COUNT> webgamepad_axes_; |
| 196 // Evdev buttons and axes that are already mapped will be marked as true. |
| 197 std::bitset<KEY_CNT> evdev_buttons_; |
| 198 std::bitset<ABS_CNT> evdev_axes_; |
| 199 |
| 200 // Generated Mapping. |
| 201 std::vector<ui::AbsMapEntry> axis_mapping_; |
| 202 std::vector<ui::KeyMapEntry> button_mapping_; |
| 203 }; |
| 204 |
| 205 void MapSpecialButtons(GamepadMapperBuilder* builder) { |
| 206 // Map mode seperately. |
| 207 builder->MapButton(BTN_MODE, ui::WG_BUTTON_MODE); |
| 208 // Take care of ADT style back and start. |
| 209 builder->MapButton(KEY_BACK, ui::WG_BUTTON_SELECT); |
| 210 builder->MapButton(KEY_HOMEPAGE, ui::WG_BUTTON_START); |
| 211 } |
| 212 |
| 213 void MapSpecialAxes(const ui::EventDeviceInfo& devinfo, |
| 214 GamepadMapperBuilder* builder) { |
| 215 // HAT0X and HAT0Y always map to DPAD. |
| 216 builder->MapAxisToButton(ABS_HAT0X, ui::kHAT_X); |
| 217 builder->MapAxisToButton(ABS_HAT0Y, ui::kHAT_Y); |
| 218 |
| 219 // When ABS_BRAKE and ABS_GAS supported at the same time, they are mapped to |
| 220 // l-trigger and r-trigger. |
| 221 // Otherwise, when x,y,z,rx,ry,rz are all supported, z and rz are mapped to |
| 222 // triggers (As XInput gamepad mapper). |
| 223 if (devinfo.HasAbsEvent(ABS_BRAKE) && devinfo.HasAbsEvent(ABS_GAS)) { |
| 224 builder->MapAxisToButton(ABS_BRAKE, ui::WG_BUTTON_LT); |
| 225 builder->MapAxisToButton(ABS_GAS, ui::WG_BUTTON_RT); |
| 226 } else if (devinfo.HasAbsEvent(ABS_X) && devinfo.HasAbsEvent(ABS_Y) && |
| 227 devinfo.HasAbsEvent(ABS_Z) && devinfo.HasAbsEvent(ABS_RX) && |
| 228 devinfo.HasAbsEvent(ABS_RY) && devinfo.HasAbsEvent(ABS_RZ)) { |
| 229 builder->MapAxisToButton(ABS_Z, ui::WG_BUTTON_LT); |
| 230 builder->MapAxisToButton(ABS_RZ, ui::WG_BUTTON_RT); |
| 231 } |
| 232 } |
| 233 } // namespace |
| 234 |
| 235 namespace ui { |
| 236 std::unique_ptr<GamepadMapper> BuildGenericGamepadMapper( |
| 237 const EventDeviceInfo& info) { |
| 238 GamepadMapperBuilder builder(info); |
| 239 // Must map axes first as axis might be mapped to button and occupy some |
| 240 // webgamepad button slots. |
| 241 MapSpecialAxes(info, &builder); |
| 242 builder.MapAxisLikeJoydev(); |
| 243 |
| 244 MapSpecialButtons(&builder); |
| 245 builder.MapButtonLikeJoydev(); |
| 246 |
| 247 return builder.ToGamepadMapper(); |
| 248 } |
| 249 |
| 250 } // namespace ui |
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