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 <algorithm> 6 #include <cmath> 7 #include <stdarg.h> 8 #include <stdio.h> 9 10 #include "ppapi/c/ppb_gamepad.h" 11 #include "ppapi/c/ppb_input_event.h" 12 #include "ppapi/cpp/completion_callback.h" 13 #include "ppapi/cpp/graphics_2d.h" 14 #include "ppapi/cpp/image_data.h" 15 #include "ppapi/cpp/input_event.h" 16 #include "ppapi/cpp/instance.h" 17 #include "ppapi/cpp/logging.h" 18 #include "ppapi/cpp/module.h" 19 #include "ppapi/cpp/rect.h" 20 #include "ppapi/cpp/var.h" 21 #include "ppapi/cpp/view.h" 22 #include "ppapi/utility/completion_callback_factory.h" 23 24 void FillRect(pp::ImageData* image, int left, int top, int width, int height, 25 uint32_t color) { 26 for (int y = std::max(0, top); 27 y < std::min(image->size().height() - 1, top + height); 28 y++) { 29 for (int x = std::max(0, left); 30 x < std::min(image->size().width() - 1, left + width); 31 x++) 32 *image->GetAddr32(pp::Point(x, y)) = color; 33 } 34 } 35 36 class MyInstance : public pp::Instance { 37 public: 38 explicit MyInstance(PP_Instance instance) 39 : pp::Instance(instance), 40 width_(0), 41 height_(0), 42 callback_factory_(this), 43 gamepad_(NULL) { 44 } 45 virtual ~MyInstance() {} 46 47 virtual bool Init(uint32_t argc, const char* argn[], const char* argv[]) { 48 gamepad_ = reinterpret_cast<const PPB_Gamepad*>( 49 pp::Module::Get()->GetBrowserInterface(PPB_GAMEPAD_INTERFACE)); 50 if (!gamepad_) 51 return false; 52 return true; 53 } 54 55 virtual void DidChangeView(const pp::View& view) { 56 pp::Rect rect = view.GetRect(); 57 if (rect.size().width() == width_ && 58 rect.size().height() == height_) 59 return; // We don't care about the position, only the size. 60 61 width_ = rect.size().width(); 62 height_ = rect.size().height(); 63 64 device_context_ = pp::Graphics2D(this, pp::Size(width_, height_), false); 65 if (!BindGraphics(device_context_)) 66 return; 67 68 Paint(); 69 } 70 71 void OnFlush(int32_t) { 72 Paint(); 73 } 74 75 private: 76 void Paint() { 77 pp::ImageData image = PaintImage(device_context_.size()); 78 if (!image.is_null()) { 79 device_context_.ReplaceContents(&image); 80 device_context_.Flush( 81 callback_factory_.NewCallback(&MyInstance::OnFlush)); 82 } else { 83 printf("NullImage\n"); 84 } 85 } 86 87 pp::ImageData PaintImage(const pp::Size& size) { 88 pp::ImageData image(this, PP_IMAGEDATAFORMAT_BGRA_PREMUL, size, true); 89 if (image.is_null()) 90 return image; 91 92 PP_GamepadsSampleData gamepad_data; 93 gamepad_->Sample(pp_instance(), &gamepad_data); 94 95 if (gamepad_data.length > 1 && gamepad_data.items[0].connected) { 96 int width2 = size.width() / 2; 97 int height2 = size.height() / 2; 98 // Draw 2 axes 99 for (size_t i = 0; i < gamepad_data.items[0].axes_length; i += 2) { 100 int x = static_cast<int>( 101 gamepad_data.items[0].axes[i + 0] * width2 + width2); 102 int y = static_cast<int>( 103 gamepad_data.items[0].axes[i + 1] * height2 + height2); 104 uint32_t box_bgra = 0x80000000; // Alpha 50%. 105 FillRect(&image, x - 3, y - 3, 7, 7, box_bgra); 106 } 107 108 for (size_t i = 0; i < gamepad_data.items[0].buttons_length; ++i) { 109 float button_val = gamepad_data.items[0].buttons[i]; 110 uint32_t colour = static_cast<uint32_t>((button_val * 192) + 63) << 24; 111 int x = i * 8 + 10; 112 int y = 10; 113 FillRect(&image, x - 3, y - 3, 7, 7, colour); 114 } 115 } 116 return image; 117 } 118 119 int width_; 120 int height_; 121 122 pp::CompletionCallbackFactory<MyInstance> callback_factory_; 123 124 const PPB_Gamepad* gamepad_; 125 126 pp::Graphics2D device_context_; 127 }; 128 129 // This object is the global object representing this plugin library as long 130 // as it is loaded. 131 class MyModule : public pp::Module { 132 public: 133 MyModule() : pp::Module() {} 134 virtual ~MyModule() {} 135 136 // Override CreateInstance to create your customized Instance object. 137 virtual pp::Instance* CreateInstance(PP_Instance instance) { 138 return new MyInstance(instance); 139 } 140 }; 141 142 namespace pp { 143 144 // Factory function for your specialization of the Module object. 145 Module* CreateModule() { 146 return new MyModule(); 147 } 148 149 } // namespace pp 150 151