1 // Copyright (c) 2012 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 <cmath> 6 #include <stdarg.h> 7 #include <stdio.h> 8 9 #include "ppapi/c/ppb_gamepad.h" 10 #include "ppapi/c/ppb_input_event.h" 11 #include "ppapi/cpp/completion_callback.h" 12 #include "ppapi/cpp/graphics_2d.h" 13 #include "ppapi/cpp/image_data.h" 14 #include "ppapi/cpp/input_event.h" 15 #include "ppapi/cpp/instance.h" 16 #include "ppapi/cpp/logging.h" 17 #include "ppapi/cpp/module.h" 18 #include "ppapi/cpp/rect.h" 19 #include "ppapi/cpp/var.h" 20 #include "ppapi/cpp/view.h" 21 #include "ppapi/utility/completion_callback_factory.h" 22 23 void FillRect(pp::ImageData* image, int left, int top, int width, int height, 24 uint32_t color) { 25 for (int y = std::max(0, top); 26 y < std::min(image->size().height() - 1, top + height); 27 y++) { 28 for (int x = std::max(0, left); 29 x < std::min(image->size().width() - 1, left + width); 30 x++) 31 *image->GetAddr32(pp::Point(x, y)) = color; 32 } 33 } 34 35 class MyInstance : public pp::Instance { 36 public: 37 explicit MyInstance(PP_Instance instance) 38 : pp::Instance(instance), 39 width_(0), 40 height_(0), 41 callback_factory_(this), 42 gamepad_(NULL) { 43 } 44 virtual ~MyInstance() {} 45 46 virtual bool Init(uint32_t argc, const char* argn[], const char* argv[]) { 47 gamepad_ = reinterpret_cast<const PPB_Gamepad*>( 48 pp::Module::Get()->GetBrowserInterface(PPB_GAMEPAD_INTERFACE)); 49 if (!gamepad_) 50 return false; 51 return true; 52 } 53 54 virtual void DidChangeView(const pp::View& view) { 55 pp::Rect rect = view.GetRect(); 56 if (rect.size().width() == width_ && 57 rect.size().height() == height_) 58 return; // We don't care about the position, only the size. 59 60 width_ = rect.size().width(); 61 height_ = rect.size().height(); 62 63 device_context_ = pp::Graphics2D(this, pp::Size(width_, height_), false); 64 if (!BindGraphics(device_context_)) 65 return; 66 67 Paint(); 68 } 69 70 void OnFlush(int32_t) { 71 Paint(); 72 } 73 74 private: 75 void Paint() { 76 pp::ImageData image = PaintImage(device_context_.size()); 77 if (!image.is_null()) { 78 device_context_.ReplaceContents(&image); 79 device_context_.Flush( 80 callback_factory_.NewCallback(&MyInstance::OnFlush)); 81 } else { 82 printf("NullImage\n"); 83 } 84 } 85 86 pp::ImageData PaintImage(const pp::Size& size) { 87 pp::ImageData image(this, PP_IMAGEDATAFORMAT_BGRA_PREMUL, size, true); 88 if (image.is_null()) 89 return image; 90 91 PP_GamepadsSampleData gamepad_data; 92 gamepad_->Sample(pp_instance(), &gamepad_data); 93 94 if (gamepad_data.length > 1 && gamepad_data.items[0].connected) { 95 int width2 = size.width() / 2; 96 int height2 = size.height() / 2; 97 // Draw 2 axes 98 for (size_t i = 0; i < gamepad_data.items[0].axes_length; i += 2) { 99 int x = static_cast<int>( 100 gamepad_data.items[0].axes[i + 0] * width2 + width2); 101 int y = static_cast<int>( 102 gamepad_data.items[0].axes[i + 1] * height2 + height2); 103 uint32_t box_bgra = 0x80000000; // Alpha 50%. 104 FillRect(&image, x - 3, y - 3, 7, 7, box_bgra); 105 } 106 107 for (size_t i = 0; i < gamepad_data.items[0].buttons_length; ++i) { 108 float button_val = gamepad_data.items[0].buttons[i]; 109 uint32_t colour = static_cast<uint32_t>((button_val * 192) + 63) << 24; 110 int x = i * 8 + 10; 111 int y = 10; 112 FillRect(&image, x - 3, y - 3, 7, 7, colour); 113 } 114 } 115 return image; 116 } 117 118 int width_; 119 int height_; 120 121 pp::CompletionCallbackFactory<MyInstance> callback_factory_; 122 123 const PPB_Gamepad* gamepad_; 124 125 pp::Graphics2D device_context_; 126 }; 127 128 // This object is the global object representing this plugin library as long 129 // as it is loaded. 130 class MyModule : public pp::Module { 131 public: 132 MyModule() : pp::Module() {} 133 virtual ~MyModule() {} 134 135 // Override CreateInstance to create your customized Instance object. 136 virtual pp::Instance* CreateInstance(PP_Instance instance) { 137 return new MyInstance(instance); 138 } 139 }; 140 141 namespace pp { 142 143 // Factory function for your specialization of the Module object. 144 Module* CreateModule() { 145 return new MyModule(); 146 } 147 148 } // namespace pp 149 150