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// Copyright 2017 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.
#ifndef UI_EVENTS_OZONE_GAMEPAD_EVENT_CONVERTER_EVDEV_H_
#define UI_EVENTS_OZONE_GAMEPAD_EVENT_CONVERTER_EVDEV_H_
#include <vector>
#include "base/files/file_path.h"
#include "base/files/scoped_file.h"
#include "base/macros.h"
#include "ui/events/devices/input_device.h"
#include "ui/events/event.h"
#include "ui/events/ozone/evdev/event_converter_evdev.h"
#include "ui/events/ozone/evdev/event_device_info.h"
#include "ui/events/ozone/evdev/events_ozone_evdev_export.h"
#include "ui/events/ozone/gamepad/gamepad_mapping.h"
#include "ui/events/ozone/gamepad/webgamepad_constants.h"
struct input_event;
namespace ui {
class DeviceEventDispatcherEvdev;
class EVENTS_OZONE_EVDEV_EXPORT GamepadEventConverterEvdev
: public EventConverterEvdev {
public:
GamepadEventConverterEvdev(base::ScopedFD fd,
base::FilePath path,
int id,
const EventDeviceInfo& info,
DeviceEventDispatcherEvdev* dispatcher);
~GamepadEventConverterEvdev() override;
// EventConverterEvdev:
void OnFileCanReadWithoutBlocking(int fd) override;
bool HasGamepad() const override;
void OnDisabled() override;
// This function processes one input_event from evdev.
void ProcessEvent(const struct input_event& input);
private:
// This function processes EV_KEY event from gamepad device.
void ProcessEvdevKey(uint16_t code,
int value,
const base::TimeTicks& timestamp);
// This function processes EV_ABS event from gamepad device.
void ProcessEvdevAbs(uint16_t code,
int value,
const base::TimeTicks& timestamp);
// This function releases all the keys and resets all the axises.
void ResetGamepad();
// This function reads current gamepad status and resyncs the gamepad.
void ResyncGamepad();
void OnButtonChange(unsigned int code,
double value,
const base::TimeTicks& timestamp);
void OnAbsChange(unsigned int code,
double value,
const base::TimeTicks& timestamp);
void OnSync(const base::TimeTicks& timestamp);
// Sometimes, we want to drop abs values, when we do so, we no longer want to
// send gamepad frame event when we see next sync. This flag is set to false
// when each frame is sent. It is set to true when Btn or Abs event is sent.
bool will_send_frame_;
// Internal representation of axis information.
class Axis {
public:
Axis();
Axis(const input_absinfo& abs_info,
GamepadEventType mapped_type,
uint16_t mapped_code);
bool MapValue(int value, double* mapped_value);
GamepadEventType mapped_type();
uint16_t mapped_code();
private:
bool ValueChangeSignificantly(double new_value);
double last_value_;
double scale_;
double offset_;
double scaled_fuzz_;
double scaled_flat_;
GamepadEventType mapped_type_;
uint16_t mapped_code_;
};
Axis axes_[ABS_CNT];
// These values keeps the state of previous hat.
bool last_hat_left_press_;
bool last_hat_right_press_;
bool last_hat_up_press_;
bool last_hat_down_press_;
std::unique_ptr<GamepadMapper> mapper_;
// Input device file descriptor.
base::ScopedFD input_device_fd_;
// Callbacks for dispatching events.
DeviceEventDispatcherEvdev* dispatcher_;
DISALLOW_COPY_AND_ASSIGN(GamepadEventConverterEvdev);
};
} // namespace ui
#endif // UI_EVENTS_OZONE_GAMEPAD_EVENT_CONVERTER_EVDEV_H_