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- // 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 <math.h>
- #include <algorithm>
- #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
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