blob: 5ae3220a3ba45662c8ed01c0c6a8f47ce051dff9 [file] [log] [blame]
// Copyright 2016 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.
#ifndef DEVICE_GAMEPAD_GAMEPAD_PAD_STATE_PROVIDER_H_
#define DEVICE_GAMEPAD_GAMEPAD_PAD_STATE_PROVIDER_H_
#include <stdint.h>
#include <limits>
#include <memory>
#include "device/gamepad/gamepad_export.h"
#include "device/gamepad/gamepad_standard_mappings.h"
#include "third_party/WebKit/public/platform/WebGamepad.h"
namespace device {
class GamepadDataFetcher;
enum GamepadSource {
GAMEPAD_SOURCE_NONE = 0,
GAMEPAD_SOURCE_ANDROID,
GAMEPAD_SOURCE_LINUX_UDEV,
GAMEPAD_SOURCE_MAC_GC,
GAMEPAD_SOURCE_MAC_HID,
GAMEPAD_SOURCE_MAC_XBOX,
GAMEPAD_SOURCE_OCULUS,
GAMEPAD_SOURCE_OPENVR,
GAMEPAD_SOURCE_TEST,
GAMEPAD_SOURCE_WIN_XINPUT,
GAMEPAD_SOURCE_WIN_RAW,
};
enum GamepadActiveState {
GAMEPAD_INACTIVE = 0,
GAMEPAD_ACTIVE,
GAMEPAD_NEWLY_ACTIVE,
};
struct PadState {
// Which data fetcher provided this gamepad's data.
GamepadSource source;
// Data fetcher-specific identifier for this gamepad.
int source_id;
// Indicates whether or not the gamepad is actively being updated
GamepadActiveState active_state;
// Gamepad data, unmapped.
blink::WebGamepad data;
// Functions to map from device data to standard layout, if available. May
// be null if no mapping is available or needed.
GamepadStandardMappingFunction mapper;
// Sanitization masks
// axis_mask and button_mask are bitfields that represent the reset state of
// each input. If a button or axis has ever reported 0 in the past the
// corresponding bit will be set to 1.
// If we ever increase the max axis count this will need to be updated.
static_assert(blink::WebGamepad::axesLengthCap <=
std::numeric_limits<uint32_t>::digits,
"axis_mask is not large enough");
uint32_t axis_mask;
// If we ever increase the max button count this will need to be updated.
static_assert(blink::WebGamepad::buttonsLengthCap <=
std::numeric_limits<uint32_t>::digits,
"button_mask is not large enough");
uint32_t button_mask;
};
class DEVICE_GAMEPAD_EXPORT GamepadPadStateProvider {
public:
GamepadPadStateProvider();
virtual ~GamepadPadStateProvider();
// Gets a PadState object for the given source and id. If the device hasn't
// been encountered before one of the remaining slots will be reserved for it.
// If no slots are available will return NULL.
PadState* GetPadState(GamepadSource source, int source_id);
protected:
void ClearPadState(PadState& state);
void InitializeDataFetcher(GamepadDataFetcher* fetcher);
void MapAndSanitizeGamepadData(PadState* pad_state,
blink::WebGamepad* pad,
bool sanitize);
// Tracks the state of each gamepad slot.
std::unique_ptr<PadState[]> pad_states_;
};
} // namespace device
#endif // DEVICE_GAMEPAD_GAMEPAD_PAD_STATE_PROVIDER_H_