blob: 67143fb995ba2c3e68dd211d165be620cef789ef [file] [log] [blame]
/*
* Copyright (C) 2020 Apple 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 "config.h"
#include "LogitechGamepad.h"
#if ENABLE(GAMEPAD) && PLATFORM(MAC)
#include "GamepadConstants.h"
#include "GamepadConstantsMac.h"
#include "Logging.h"
#include <IOKit/hid/IOHIDUsageTables.h>
#include <wtf/HexNumber.h>
namespace WebCore {
LogitechGamepad::LogitechGamepad(HIDDevice&& device, unsigned index)
: HIDGamepad(WTFMove(device), index)
{
LOG(Gamepad, "Creating LogitechGamepad %p", this);
m_mapping = standardGamepadMappingString();
for (size_t i = 0; i < numberOfStandardGamepadButtonsWithoutHomeButton; ++i)
m_buttonValues.append(0.0);
static const size_t axisCount = 4;
for (size_t i = 0; i < axisCount; ++i)
m_axisValues.append(0.0);
auto inputElements = hidDevice().uniqueInputElementsInDeviceTreeOrder();
auto mapButton = [this] (HIDElement& element, GamepadButtonRole role) {
m_elementMap.set(element.cookie(), makeUnique<HIDGamepadButton>(element, m_buttonValues[(size_t)role]));
};
for (auto& element : inputElements) {
switch (element.fullUsage()) {
case hidHatswitchFullUsage: {
Vector<SharedGamepadValue> hatswitchValues;
hatswitchValues.append(m_buttonValues[(size_t)GamepadButtonRole::LeftClusterTop]);
hatswitchValues.append(m_buttonValues[(size_t)GamepadButtonRole::LeftClusterRight]);
hatswitchValues.append(m_buttonValues[(size_t)GamepadButtonRole::LeftClusterBottom]);
hatswitchValues.append(m_buttonValues[(size_t)GamepadButtonRole::LeftClusterLeft]);
m_elementMap.set(element.cookie(), makeUnique<HIDGamepadHatswitch>(element, WTFMove(hatswitchValues)));
break;
}
case hidXAxisFullUsage:
m_elementMap.set(element.cookie(), makeUnique<HIDGamepadAxis>(element, m_axisValues[0]));
break;
case hidYAxisFullUsage:
m_elementMap.set(element.cookie(), makeUnique<HIDGamepadAxis>(element, m_axisValues[1]));
break;
case hidZAxisFullUsage:
m_elementMap.set(element.cookie(), makeUnique<HIDGamepadAxis>(element, m_axisValues[2]));
break;
case hidRzAxisFullUsage:
m_elementMap.set(element.cookie(), makeUnique<HIDGamepadAxis>(element, m_axisValues[3]));
break;
case hidButton1FullUsage:
mapButton(element, GamepadButtonRole::RightClusterLeft);
break;
case hidButton2FullUsage:
mapButton(element, GamepadButtonRole::RightClusterBottom);
break;
case hidButton3FullUsage:
mapButton(element, GamepadButtonRole::RightClusterRight);
break;
case hidButton4FullUsage:
mapButton(element, GamepadButtonRole::RightClusterTop);
break;
case hidButton5FullUsage:
mapButton(element, GamepadButtonRole::LeftShoulderFront);
break;
case hidButton6FullUsage:
mapButton(element, GamepadButtonRole::RightShoulderFront);
break;
case hidButton7FullUsage:
mapButton(element, GamepadButtonRole::LeftShoulderBack);
break;
case hidButton8FullUsage:
mapButton(element, GamepadButtonRole::RightShoulderBack);
break;
case hidButton9FullUsage:
mapButton(element, GamepadButtonRole::CenterClusterLeft);
break;
case hidButton10FullUsage:
mapButton(element, GamepadButtonRole::CenterClusterRight);
break;
case hidButton11FullUsage:
mapButton(element, GamepadButtonRole::LeftStick);
break;
case hidButton12FullUsage:
mapButton(element, GamepadButtonRole::RightStick);
break;
default:
break;
}
}
}
} // namespace WebCore
#endif // ENABLE(GAMEPAD) && PLATFORM(MAC)