| // 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_GVR, |
| GAMEPAD_SOURCE_LINUX_UDEV, |
| GAMEPAD_SOURCE_MAC_GC, |
| GAMEPAD_SOURCE_MAC_HID, |
| GAMEPAD_SOURCE_MAC_XBOX, |
| 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_ |