blob: 749a6f3df1aef6097aa88673201c6f4ee5ab7db1 [file] [log] [blame]
// 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 "device/gamepad/gamepad_data_fetcher.h"
#include <stddef.h>
#include <string.h>
#include <cmath>
#include "base/logging.h"
#include "build/build_config.h"
namespace {
#if !defined(OS_ANDROID)
const float kMinAxisResetValue = 0.1f;
#endif
} // namespace
namespace device {
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 device