blob: 11f1f37e4bd76cddff7db264ce61db4122863751 [file] [log] [blame]
// 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 "device/gamepad/gamepad_data_fetcher.h"
#include "device/gamepad/public/cpp/gamepads.h"
namespace device {
namespace {
const float kMinAxisResetValue = 0.1f;
} // namespace
GamepadPadStateProvider::GamepadPadStateProvider() {
pad_states_.reset(new 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) {
// Check to see if the device already has a reserved slot
PadState* empty_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 (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;
}
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