| // Copyright (c) 2015 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 "content/browser/gamepad/gamepad_data_fetcher.h" | 
 |  | 
 | #include "base/logging.h" | 
 |  | 
 | namespace { | 
 |  | 
 | #if !defined(OS_ANDROID) | 
 | const float kMinAxisResetValue = 0.1f; | 
 | #endif | 
 |  | 
 | }  // namespace | 
 |  | 
 | namespace content { | 
 |  | 
 | using blink::WebGamepad; | 
 | using blink::WebGamepads; | 
 |  | 
 | #if !defined(OS_ANDROID) | 
 | void GamepadDataFetcher::MapAndSanitizeGamepadData( | 
 |     PadState* pad_state, WebGamepad* pad) { | 
 |   DCHECK(pad_state); | 
 |   DCHECK(pad); | 
 |  | 
 |   if (!pad_state->data.connected) { | 
 |     memset(pad, 0, sizeof(WebGamepad)); | 
 |     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; | 
 |  | 
 |   // 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->axesLength) - 1; | 
 |   if (pad_state->axis_mask != full_axis_mask) { | 
 |     for (size_t axis = 0; axis < pad->axesLength; ++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->buttonsLength) - 1; | 
 |   if (pad_state->button_mask != full_button_mask) { | 
 |     for (size_t button = 0; button < pad->buttonsLength; ++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; | 
 |         } | 
 |       } | 
 |     } | 
 |   } | 
 | } | 
 | #endif | 
 |  | 
 | }  // namespace content |