blob: 6ae7a31421bc1ce99b7c362fd32239780aa209e2 [file] [log] [blame]
// Copyright (c) 2012 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_user_gesture.h"
#include <math.h>
#include <algorithm>
#include "device/gamepad/public/cpp/gamepads.h"
namespace {
// A big enough deadzone to detect accidental presses.
const float kAxisMoveAmountThreshold = 0.5;
namespace device {
bool GamepadsHaveUserGesture(const Gamepads& gamepads) {
for (unsigned int i = 0; i < Gamepads::kItemsLengthCap; i++) {
const Gamepad& pad = gamepads.items[i];
// If the device is physically connected, then check the buttons and axes
// to see if there is currently an intentional user action.
if (pad.connected) {
// Only VR Controllers have a display id, and are only reported as
// connected during WebVR presentation, so the user is definitely
// expecting their controller to be used. Note that this will also
// satisfy the gesture requirement for all other connected controllers,
// exposing them too. This is unfortunate, but worth the tradeoff and will
// go away in the future when WebVR is fully replaced with WebXR.
if (pad.display_id != 0)
return true;
for (unsigned int button_index = 0; button_index < pad.buttons_length;
button_index++) {
if (pad.buttons[button_index].pressed)
return true;
for (unsigned int axes_index = 0; axes_index < pad.axes_length;
axes_index++) {
if (fabs(pad.axes[axes_index]) > kAxisMoveAmountThreshold)
return true;
return false;
} // namespace device