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- // Copyright 2016 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_pad_state_provider.h"
- #include <cmath>
- #include <memory>
- #include "device/gamepad/gamepad_data_fetcher.h"
- #include "device/gamepad/gamepad_provider.h"
- #include "device/gamepad/public/cpp/gamepads.h"
- namespace device {
- namespace {
- const float kMinAxisResetValue = 0.1f;
- } // namespace
- PadState::PadState() = default;
- PadState::~PadState() = default;
- GamepadPadStateProvider::GamepadPadStateProvider() {
- pad_states_ = std::make_unique<PadState[]>(Gamepads::kItemsLengthCap);
- for (size_t i = 0; i < Gamepads::kItemsLengthCap; ++i)
- ClearPadState(pad_states_.get()[i]);
- }
- GamepadPadStateProvider::~GamepadPadStateProvider() = default;
- PadState* GamepadPadStateProvider::GetPadState(GamepadSource source,
- int source_id,
- bool new_gamepad_recognized) {
- // Check to see if the device already has a reserved slot
- PadState* empty_slot = nullptr;
- PadState* unrecognized_slot = nullptr;
- for (size_t i = 0; i < Gamepads::kItemsLengthCap; ++i) {
- PadState& state = pad_states_.get()[i];
- if (state.source == source && state.source_id == source_id) {
- // Retrieving the pad state marks this gamepad as active.
- state.is_active = true;
- return &state;
- }
- if (!empty_slot && state.source == GAMEPAD_SOURCE_NONE)
- empty_slot = &state;
- if (!state.is_recognized)
- unrecognized_slot = &state;
- }
- if (!empty_slot && unrecognized_slot && new_gamepad_recognized) {
- DisconnectUnrecognizedGamepad(unrecognized_slot->source,
- unrecognized_slot->source_id);
- empty_slot = unrecognized_slot;
- }
- if (empty_slot) {
- empty_slot->source = source;
- empty_slot->source_id = source_id;
- empty_slot->is_active = true;
- empty_slot->is_newly_active = true;
- empty_slot->is_initialized = false;
- empty_slot->is_recognized = new_gamepad_recognized;
- }
- return empty_slot;
- }
- PadState* GamepadPadStateProvider::GetConnectedPadState(uint32_t pad_index) {
- if (pad_index >= Gamepads::kItemsLengthCap)
- return nullptr;
- PadState& pad_state = pad_states_.get()[pad_index];
- if (pad_state.source == GAMEPAD_SOURCE_NONE)
- return nullptr;
- return &pad_state;
- }
- void GamepadPadStateProvider::ClearPadState(PadState& state) {
- memset(&state, 0, sizeof(PadState));
- }
- void GamepadPadStateProvider::InitializeDataFetcher(
- GamepadDataFetcher* fetcher) {
- fetcher->InitializeProvider(this);
- }
- void GamepadPadStateProvider::MapAndSanitizeGamepadData(PadState* pad_state,
- Gamepad* pad,
- bool sanitize) {
- DCHECK(pad_state);
- DCHECK(pad);
- if (!pad_state->data.connected) {
- memset(pad, 0, sizeof(Gamepad));
- return;
- }
- // Copy the current state to the output buffer, using the mapping
- // function, if there is one available.
- if (pad_state->mapper)
- pad_state->mapper(pad_state->data, pad);
- else
- *pad = pad_state->data;
- pad->connected = true;
- if (!sanitize)
- return;
- // About sanitization: Gamepads may report input event if the user is not
- // interacting with it, due to hardware problems or environmental ones (pad
- // has something heavy leaning against an axis.) This may cause user gestures
- // to be detected erroniously, exposing gamepad information when the user had
- // no intention of doing so. To avoid this we require that each button or axis
- // report being at rest (zero) at least once before exposing its value to the
- // Gamepad API. This state is tracked by the axis_mask and button_mask
- // bitfields. If the bit for an axis or button is 0 it means the axis has
- // never reported being at rest, and the value will be forced to zero.
- // We can skip axis sanitation if all available axes have been masked.
- uint32_t full_axis_mask = (1 << pad->axes_length) - 1;
- if (pad_state->axis_mask != full_axis_mask) {
- for (size_t axis = 0; axis < pad->axes_length; ++axis) {
- if (!(pad_state->axis_mask & 1 << axis)) {
- if (fabs(pad->axes[axis]) < kMinAxisResetValue) {
- pad_state->axis_mask |= 1 << axis;
- } else {
- pad->axes[axis] = 0.0f;
- }
- }
- }
- }
- // We can skip button sanitation if all available buttons have been masked.
- uint32_t full_button_mask = (1 << pad->buttons_length) - 1;
- if (pad_state->button_mask != full_button_mask) {
- for (size_t button = 0; button < pad->buttons_length; ++button) {
- if (!(pad_state->button_mask & 1 << button)) {
- if (!pad->buttons[button].pressed) {
- pad_state->button_mask |= 1 << button;
- } else {
- pad->buttons[button].pressed = false;
- pad->buttons[button].value = 0.0f;
- }
- }
- }
- }
- }
- } // namespace device
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