| /* |
| * Copyright (C) 2011, Google Inc. All rights reserved. |
| * |
| * Redistribution and use in source and binary forms, with or without |
| * modification, are permitted provided that the following conditions are met: |
| * |
| * 1. Redistributions of source code must retain the above copyright |
| * notice, this list of conditions and the following disclaimer. |
| * 2. Redistributions in binary form must reproduce the above copyright |
| * notice, this list of conditions and the following disclaimer in the |
| * documentation and/or other materials provided with the distribution. |
| * |
| * THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS'' AND |
| * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE |
| * ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS BE LIABLE |
| * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL |
| * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR |
| * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER |
| * CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT |
| * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY |
| * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH |
| * DAMAGE. |
| */ |
| |
| #include "third_party/blink/renderer/modules/gamepad/gamepad.h" |
| |
| #include "base/i18n/uchar.h" |
| #include "base/trace_event/trace_event.h" |
| #include "third_party/blink/renderer/core/timing/performance.h" |
| #include "third_party/blink/renderer/modules/gamepad/gamepad_comparisons.h" |
| #include "third_party/blink/renderer/platform/wtf/text/string_view.h" |
| |
| #include <algorithm> |
| |
| namespace blink { |
| |
| Gamepad::Gamepad(Client* client, |
| int index, |
| base::TimeTicks time_origin, |
| base::TimeTicks time_floor) |
| : client_(client), |
| index_(index), |
| timestamp_(0.0), |
| has_vibration_actuator_(false), |
| vibration_actuator_type_(device::GamepadHapticActuatorType::kDualRumble), |
| is_axis_data_dirty_(true), |
| is_button_data_dirty_(true), |
| time_origin_(time_origin), |
| time_floor_(time_floor) { |
| DCHECK(!time_origin_.is_null()); |
| DCHECK(!time_floor_.is_null()); |
| DCHECK_LE(time_origin_, time_floor_); |
| } |
| |
| Gamepad::~Gamepad() = default; |
| |
| void Gamepad::UpdateFromDeviceState(const device::Gamepad& device_gamepad) { |
| bool newly_connected; |
| GamepadComparisons::HasGamepadConnectionChanged( |
| connected(), // Old connected. |
| device_gamepad.connected, // New connected. |
| id() != |
| StringView(base::i18n::ToUCharPtr(device_gamepad.id)), // ID changed. |
| &newly_connected, nullptr); |
| |
| SetConnected(device_gamepad.connected); |
| SetTimestamp(device_gamepad); |
| SetAxes(device_gamepad.axes_length, device_gamepad.axes); |
| SetButtons(device_gamepad.buttons_length, device_gamepad.buttons); |
| // Always called as gamepads require additional steps to determine haptics |
| // capability and thus may provide them when not |newly_connected|. This is |
| // also simpler than logic to conditionally call. |
| SetVibrationActuatorInfo(device_gamepad.vibration_actuator); |
| |
| // These fields are not expected to change and will only be written when the |
| // gamepad is newly connected. |
| if (newly_connected) { |
| SetId(base::i18n::ToUCharPtr(device_gamepad.id)); |
| SetMapping(device_gamepad.mapping); |
| } |
| } |
| |
| void Gamepad::SetMapping(device::GamepadMapping mapping) { |
| switch (mapping) { |
| case device::GamepadMapping::kNone: |
| mapping_ = ""; |
| return; |
| case device::GamepadMapping::kStandard: |
| mapping_ = "standard"; |
| return; |
| case device::GamepadMapping::kXrStandard: |
| mapping_ = "xr-standard"; |
| return; |
| } |
| NOTREACHED(); |
| } |
| |
| const Gamepad::DoubleVector& Gamepad::axes() { |
| is_axis_data_dirty_ = false; |
| return axes_; |
| } |
| |
| void Gamepad::SetAxes(unsigned count, const double* data) { |
| bool skip_update = |
| axes_.size() == count && std::equal(data, data + count, axes_.begin()); |
| if (skip_update) |
| return; |
| |
| axes_.resize(count); |
| if (count) |
| std::copy(data, data + count, axes_.begin()); |
| is_axis_data_dirty_ = true; |
| } |
| |
| const GamepadButtonVector& Gamepad::buttons() { |
| is_button_data_dirty_ = false; |
| return buttons_; |
| } |
| |
| void Gamepad::SetButtons(unsigned count, const device::GamepadButton* data) { |
| bool skip_update = |
| buttons_.size() == count && |
| std::equal(data, data + count, buttons_.begin(), |
| [](const device::GamepadButton& device_gamepad_button, |
| const Member<GamepadButton>& gamepad_button) { |
| return gamepad_button->IsEqual(device_gamepad_button); |
| }); |
| if (skip_update) |
| return; |
| |
| if (buttons_.size() != count) { |
| buttons_.resize(count); |
| for (unsigned i = 0; i < count; ++i) |
| buttons_[i] = MakeGarbageCollected<GamepadButton>(); |
| } |
| for (unsigned i = 0; i < count; ++i) |
| buttons_[i]->UpdateValuesFrom(data[i]); |
| is_button_data_dirty_ = true; |
| } |
| |
| GamepadHapticActuator* Gamepad::vibrationActuator() const { |
| return client_->GetVibrationActuatorForGamepad(*this); |
| } |
| |
| void Gamepad::SetVibrationActuatorInfo( |
| const device::GamepadHapticActuator& actuator) { |
| has_vibration_actuator_ = actuator.not_null; |
| vibration_actuator_type_ = actuator.type; |
| } |
| |
| // Convert the raw timestamp from the device to a relative one and apply the |
| // floor. |
| void Gamepad::SetTimestamp(const device::Gamepad& device_gamepad) { |
| base::TimeTicks last_updated = |
| base::TimeTicks() + |
| base::TimeDelta::FromMicroseconds(device_gamepad.timestamp); |
| if (last_updated < time_floor_) |
| last_updated = time_floor_; |
| |
| timestamp_ = Performance::MonotonicTimeToDOMHighResTimeStamp( |
| time_origin_, last_updated, false); |
| |
| if (device_gamepad.is_xr) { |
| base::TimeTicks now = base::TimeTicks::Now(); |
| TRACE_COUNTER1("input", "XR gamepad pose age (ms)", |
| (now - last_updated).InMilliseconds()); |
| } |
| } |
| |
| void Gamepad::Trace(Visitor* visitor) const { |
| visitor->Trace(client_); |
| visitor->Trace(buttons_); |
| ScriptWrappable::Trace(visitor); |
| } |
| |
| } // namespace blink |