1 // Copyright 2014 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4
5 #include "content/browser/gamepad/gamepad_standard_mappings.h"
6
7 namespace content {
8
AxisToButton(float input)9 blink::WebGamepadButton AxisToButton(float input) {
10 float value = (input + 1.f) / 2.f;
11 return blink::WebGamepadButton(
12 value > kDefaultButtonPressedThreshold, value);
13 }
14
AxisNegativeAsButton(float input)15 blink::WebGamepadButton AxisNegativeAsButton(float input) {
16 float value = (input < -0.5f) ? 1.f : 0.f;
17 return blink::WebGamepadButton(
18 value > kDefaultButtonPressedThreshold, value);
19 }
20
AxisPositiveAsButton(float input)21 blink::WebGamepadButton AxisPositiveAsButton(float input) {
22 float value = (input > 0.5f) ? 1.f : 0.f;
23 return blink::WebGamepadButton(
24 value > kDefaultButtonPressedThreshold, value);
25 }
26
ButtonFromButtonAndAxis(blink::WebGamepadButton button,float axis)27 blink::WebGamepadButton ButtonFromButtonAndAxis(
28 blink::WebGamepadButton button, float axis) {
29 float value = (axis + 1.f) / 2.f;
30 return blink::WebGamepadButton(button.pressed, value);
31 }
32
DpadFromAxis(blink::WebGamepad * mapped,float dir)33 void DpadFromAxis(blink::WebGamepad* mapped, float dir) {
34 bool up = false;
35 bool right = false;
36 bool down = false;
37 bool left = false;
38
39 // Dpad is mapped as a direction on one axis, where -1 is up and it
40 // increases clockwise to 1, which is up + left. It's set to a large (> 1.f)
41 // number when nothing is depressed, except on start up, sometimes it's 0.0
42 // for no data, rather than the large number.
43 if (dir != 0.0f) {
44 up = (dir >= -1.f && dir < -0.7f) || (dir >= .95f && dir <= 1.f);
45 right = dir >= -.75f && dir < -.1f;
46 down = dir >= -.2f && dir < .45f;
47 left = dir >= .4f && dir <= 1.f;
48 }
49
50 mapped->buttons[kButtonDpadUp].pressed = up;
51 mapped->buttons[kButtonDpadUp].value = up ? 1.f : 0.f;
52 mapped->buttons[kButtonDpadRight].pressed = right;
53 mapped->buttons[kButtonDpadRight].value = right ? 1.f : 0.f;
54 mapped->buttons[kButtonDpadDown].pressed = down;
55 mapped->buttons[kButtonDpadDown].value = down ? 1.f : 0.f;
56 mapped->buttons[kButtonDpadLeft].pressed = left;
57 mapped->buttons[kButtonDpadLeft].value = left ? 1.f : 0.f;
58 }
59
60 } // namespace content
61