blob: d18ff455bfc59a22ecb78b0d2e361513df1d165b [file] [log] [blame]
// 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.
#include <linux/input.h>
#include <algorithm>
#include <bitset>
#include <cstdint>
#include <list>
#include <set>
#include <vector>
#include "base/macros.h"
#include "ui/events/ozone/evdev/event_device_info.h"
#include "ui/events/ozone/gamepad/generic_gamepad_mapping.h"
#include "ui/events/ozone/gamepad/webgamepad_constants.h"
namespace {
using ui::GamepadEventType;
class GenericGamepadMapper : public ui::GamepadMapper {
public:
GenericGamepadMapper(std::vector<ui::AbsMapEntry> axis_mapping,
std::vector<ui::KeyMapEntry> button_mapping) {
axis_mapping.swap(axis_mapping_);
button_mapping.swap(button_mapping_);
}
bool Map(uint16_t type,
uint16_t code,
ui::GamepadEventType* mapped_type,
uint16_t* mapped_code) const override {
if (type == EV_KEY) {
for (auto entry : button_mapping_) {
if (entry.evdev_code == code) {
*mapped_type = ui::GamepadEventType::BUTTON;
*mapped_code = entry.mapped_code;
return true;
}
}
return false;
}
if (type == EV_ABS) {
for (auto entry : axis_mapping_) {
if (entry.evdev_code == code) {
*mapped_type = entry.mapped_type;
*mapped_code = entry.mapped_code;
return true;
}
}
return false;
}
return false;
}
~GenericGamepadMapper() override {}
private:
std::vector<ui::AbsMapEntry> axis_mapping_;
std::vector<ui::KeyMapEntry> button_mapping_;
};
// This helper class will be used to build generic mapping.
class GamepadMapperBuilder {
public:
explicit GamepadMapperBuilder(const ui::EventDeviceInfo& devinfo)
: devinfo_(devinfo) {}
std::unique_ptr<ui::GamepadMapper> ToGamepadMapper() {
return std::make_unique<GenericGamepadMapper>(std::move(axis_mapping_),
std::move(button_mapping_));
}
void MapButton(uint16_t from_button, uint16_t mapped_button) {
if (!devinfo_.HasKeyEvent(from_button)) {
return;
}
DCHECK(!IfEvdevButtonMappedFrom(from_button));
DCHECK(!IfWebgamepadButtonMappedTo(mapped_button));
button_mapping_.push_back({from_button, mapped_button});
evdev_buttons_.set(from_button);
webgamepad_buttons_.set(mapped_button);
}
void MapAxisToButton(uint16_t from_axis, uint16_t mapped_button) {
if (!devinfo_.HasAbsEvent(from_axis)) {
return;
}
DCHECK(!IfEvdevAxisMappedFrom(from_axis));
evdev_axes_.set(from_axis);
axis_mapping_.push_back(TO_BTN(from_axis, mapped_button));
if (mapped_button == ui::kHAT_X) {
DCHECK(!IfWebgamepadButtonMappedTo(ui::WG_BUTTON_DPAD_LEFT));
DCHECK(!IfWebgamepadButtonMappedTo(ui::WG_BUTTON_DPAD_RIGHT));
webgamepad_buttons_.set(ui::WG_BUTTON_DPAD_LEFT);
webgamepad_buttons_.set(ui::WG_BUTTON_DPAD_RIGHT);
} else if (mapped_button == ui::kHAT_Y) {
DCHECK(!IfWebgamepadButtonMappedTo(ui::WG_BUTTON_DPAD_UP));
DCHECK(!IfWebgamepadButtonMappedTo(ui::WG_BUTTON_DPAD_DOWN));
webgamepad_buttons_.set(ui::WG_BUTTON_DPAD_UP);
webgamepad_buttons_.set(ui::WG_BUTTON_DPAD_DOWN);
} else {
DCHECK(!IfWebgamepadButtonMappedTo(mapped_button));
webgamepad_buttons_.set(mapped_button);
}
}
void MapAxisToAxis(uint16_t from_axis, uint16_t mapped_axis) {
if (!devinfo_.HasAbsEvent(from_axis)) {
return;
}
DCHECK(!IfEvdevAxisMappedFrom(from_axis));
DCHECK(!IfWebgamepadAxisMappedTo(mapped_axis));
axis_mapping_.push_back(TO_ABS(from_axis, mapped_axis));
evdev_axes_.set(from_axis);
webgamepad_axes_.set(mapped_axis);
}
void MapButtonLikeJoydev() {
uint16_t next_unmapped_button = 0;
// In linux kernel, joydev.c map evdev events in the same way.
for (int i = BTN_JOYSTICK - BTN_MISC; i < KEY_MAX - BTN_MISC + 1; i++) {
int code = i + BTN_MISC;
if (devinfo_.HasKeyEvent(code) && !IfEvdevButtonMappedFrom(code) &&
FindNextUnmappedCode(webgamepad_buttons_, &next_unmapped_button)) {
MapButton(code, next_unmapped_button);
}
}
for (int i = 0; i < BTN_JOYSTICK - BTN_MISC; i++) {
int code = i + BTN_MISC;
if (devinfo_.HasKeyEvent(code) && !IfEvdevButtonMappedFrom(code) &&
FindNextUnmappedCode(webgamepad_buttons_, &next_unmapped_button)) {
MapButton(code, next_unmapped_button);
}
}
}
void MapAxisLikeJoydev() {
uint16_t next_unmapped_axis = 0;
for (int code = 0; code < ABS_CNT; ++code) {
if (devinfo_.HasAbsEvent(code) && !IfEvdevAxisMappedFrom(code) &&
FindNextUnmappedCode(webgamepad_axes_, &next_unmapped_axis)) {
MapAxisToAxis(code, next_unmapped_axis);
}
}
}
private:
// This function helps to find the next unmapped button or axis. Code is the
// last unmapped code and will be the next unmapped code when the function
// returns.
template <typename T>
bool FindNextUnmappedCode(const T& bitset, uint16_t* code) {
for (uint16_t i = *code; i < bitset.size(); ++i) {
if (!bitset.test(i)) {
*code = i;
return true;
}
}
return false;
}
bool IfEvdevButtonMappedFrom(uint16_t code) {
DCHECK_LT(code, KEY_CNT);
return evdev_buttons_.test(code);
}
bool IfEvdevAxisMappedFrom(uint16_t code) {
DCHECK_LT(code, ABS_CNT);
return evdev_axes_.test(code);
}
bool IfWebgamepadButtonMappedTo(uint16_t code) {
DCHECK_LT(code, ui::WG_BUTTON_COUNT);
return webgamepad_buttons_.test(code);
}
bool IfWebgamepadAxisMappedTo(uint16_t code) {
DCHECK_LT(code, ui::WG_ABS_COUNT);
return webgamepad_axes_.test(code);
}
const ui::EventDeviceInfo& devinfo_;
// Mapped webgamepad buttons and axes will be marked as true.
std::bitset<ui::WG_BUTTON_COUNT> webgamepad_buttons_;
std::bitset<ui::WG_ABS_COUNT> webgamepad_axes_;
// Evdev buttons and axes that are already mapped will be marked as true.
std::bitset<KEY_CNT> evdev_buttons_;
std::bitset<ABS_CNT> evdev_axes_;
// Generated Mapping.
std::vector<ui::AbsMapEntry> axis_mapping_;
std::vector<ui::KeyMapEntry> button_mapping_;
};
void MapSpecialButtons(GamepadMapperBuilder* builder) {
// Map mode seperately.
builder->MapButton(BTN_MODE, ui::WG_BUTTON_MODE);
// Take care of ADT style back and start.
builder->MapButton(KEY_BACK, ui::WG_BUTTON_SELECT);
builder->MapButton(KEY_HOMEPAGE, ui::WG_BUTTON_START);
}
void MapSpecialAxes(const ui::EventDeviceInfo& devinfo,
GamepadMapperBuilder* builder) {
// HAT0X and HAT0Y always map to DPAD.
builder->MapAxisToButton(ABS_HAT0X, ui::kHAT_X);
builder->MapAxisToButton(ABS_HAT0Y, ui::kHAT_Y);
// When ABS_BRAKE and ABS_GAS supported at the same time, they are mapped to
// l-trigger and r-trigger.
// Otherwise, when x,y,z,rx,ry,rz are all supported, z and rz are mapped to
// triggers (As XInput gamepad mapper).
if (devinfo.HasAbsEvent(ABS_BRAKE) && devinfo.HasAbsEvent(ABS_GAS)) {
builder->MapAxisToButton(ABS_BRAKE, ui::WG_BUTTON_LT);
builder->MapAxisToButton(ABS_GAS, ui::WG_BUTTON_RT);
} else if (devinfo.HasAbsEvent(ABS_X) && devinfo.HasAbsEvent(ABS_Y) &&
devinfo.HasAbsEvent(ABS_Z) && devinfo.HasAbsEvent(ABS_RX) &&
devinfo.HasAbsEvent(ABS_RY) && devinfo.HasAbsEvent(ABS_RZ)) {
builder->MapAxisToButton(ABS_Z, ui::WG_BUTTON_LT);
builder->MapAxisToButton(ABS_RZ, ui::WG_BUTTON_RT);
}
}
} // namespace
namespace ui {
std::unique_ptr<GamepadMapper> BuildGenericGamepadMapper(
const EventDeviceInfo& info) {
GamepadMapperBuilder builder(info);
// Must map axes first as axis might be mapped to button and occupy some
// webgamepad button slots.
MapSpecialAxes(info, &builder);
builder.MapAxisLikeJoydev();
MapSpecialButtons(&builder);
builder.MapButtonLikeJoydev();
return builder.ToGamepadMapper();
}
} // namespace ui