| // 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 (size_t 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 (size_t button_index = 0; button_index < pad.buttons_length; |
| button_index++) { |
| if (pad.buttons[button_index].pressed) |
| return true; |
| } |
| |
| for (size_t axes_index = 0; axes_index < pad.axes_length; axes_index++) { |
| if (fabs(pad.axes[axes_index]) > kAxisMoveAmountThreshold) |
| return true; |
| } |
| } |
| } |
| return false; |
| } |
| |
| } // namespace device |