// Copyright (c) 2012 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 "device/gamepad/gamepad_user_gesture.h" #include #include #include "device/gamepad/public/cpp/gamepads.h" namespace { // A big enough deadzone to detect accidental presses. const float kAxisMoveAmountThreshold = 0.5; } namespace device { bool GamepadsHaveUserGesture(const Gamepads& gamepads) { for (size_t i = 0; i < Gamepads::kItemsLengthCap; i++) { const Gamepad& pad = gamepads.items[i]; // If the device is physically connected, then check the buttons and axes // to see if there is currently an intentional user action. if (pad.connected) { // Only VR Controllers have a display id, and are only reported as // connected during WebVR presentation, so the user is definitely // expecting their controller to be used. Note that this will also // satisfy the gesture requirement for all other connected controllers, // exposing them too. This is unfortunate, but worth the tradeoff and will // go away in the future when WebVR is fully replaced with WebXR. if (pad.display_id != 0) return true; for (size_t button_index = 0; button_index < pad.buttons_length; button_index++) { if (pad.buttons[button_index].pressed) return true; } for (size_t axes_index = 0; axes_index < pad.axes_length; axes_index++) { if (fabs(pad.axes[axes_index]) > kAxisMoveAmountThreshold) return true; } } } return false; } } // namespace device