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 9 blink::WebGamepadButton AxisToButton(float input) { 10 float value = (input + 1.f) / 2.f; 11 return blink::WebGamepadButton( 12 value > kDefaultButtonPressedThreshold, value); 13 } 14 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 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 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 33 blink::WebGamepadButton NullButton() { 34 return blink::WebGamepadButton(false, 0.0); 35 } 36 37 void DpadFromAxis(blink::WebGamepad* mapped, float dir) { 38 bool up = false; 39 bool right = false; 40 bool down = false; 41 bool left = false; 42 43 // Dpad is mapped as a direction on one axis, where -1 is up and it 44 // increases clockwise to 1, which is up + left. It's set to a large (> 1.f) 45 // number when nothing is depressed, except on start up, sometimes it's 0.0 46 // for no data, rather than the large number. 47 if (dir != 0.0f) { 48 up = (dir >= -1.f && dir < -0.7f) || (dir >= .95f && dir <= 1.f); 49 right = dir >= -.75f && dir < -.1f; 50 down = dir >= -.2f && dir < .45f; 51 left = dir >= .4f && dir <= 1.f; 52 } 53 54 mapped->buttons[kButtonDpadUp].pressed = up; 55 mapped->buttons[kButtonDpadUp].value = up ? 1.f : 0.f; 56 mapped->buttons[kButtonDpadRight].pressed = right; 57 mapped->buttons[kButtonDpadRight].value = right ? 1.f : 0.f; 58 mapped->buttons[kButtonDpadDown].pressed = down; 59 mapped->buttons[kButtonDpadDown].value = down ? 1.f : 0.f; 60 mapped->buttons[kButtonDpadLeft].pressed = left; 61 mapped->buttons[kButtonDpadLeft].value = left ? 1.f : 0.f; 62 } 63 64 } // namespace content 65