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/*
* Copyright (C) 2020 Igalia S.L. 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 "ManetteGamepad.h"
#if ENABLE(GAMEPAD) && OS(LINUX)
#include "ManetteGamepadProvider.h"
#include <linux/input-event-codes.h>
#include <wtf/HexNumber.h>
#include <wtf/text/CString.h>
namespace WebCore {
static ManetteGamepad::StandardGamepadAxis toStandardGamepadAxis(uint16_t axis)
{
switch (axis) {
case ABS_X:
return ManetteGamepad::StandardGamepadAxis::LeftStickX;
case ABS_Y:
return ManetteGamepad::StandardGamepadAxis::LeftStickY;
case ABS_RX:
return ManetteGamepad::StandardGamepadAxis::RightStickX;
case ABS_RY:
return ManetteGamepad::StandardGamepadAxis::RightStickY;
default:
break;
}
return ManetteGamepad::StandardGamepadAxis::Unknown;
}
static void onAbsoluteAxisEvent(ManetteDevice* device, ManetteEvent* event, ManetteGamepad* gamepad)
{
uint16_t axis;
double value;
if (!manette_event_get_absolute(event, &axis, &value))
return;
gamepad->absoluteAxisChanged(device, toStandardGamepadAxis(axis), value);
}
static ManetteGamepad::StandardGamepadButton toStandardGamepadButton(uint16_t manetteButton)
{
switch (manetteButton) {
case BTN_A:
return ManetteGamepad::StandardGamepadButton::A;
case BTN_B:
return ManetteGamepad::StandardGamepadButton::B;
case BTN_X:
return ManetteGamepad::StandardGamepadButton::X;
case BTN_Y:
return ManetteGamepad::StandardGamepadButton::Y;
case BTN_TL:
return ManetteGamepad::StandardGamepadButton::LeftShoulder;
case BTN_TR:
return ManetteGamepad::StandardGamepadButton::RightShoulder;
case BTN_TL2:
return ManetteGamepad::StandardGamepadButton::LeftTrigger;
case BTN_TR2:
return ManetteGamepad::StandardGamepadButton::RightTrigger;
case BTN_SELECT:
return ManetteGamepad::StandardGamepadButton::Select;
case BTN_START:
return ManetteGamepad::StandardGamepadButton::Start;
case BTN_THUMBL:
return ManetteGamepad::StandardGamepadButton::LeftStick;
case BTN_THUMBR:
return ManetteGamepad::StandardGamepadButton::RightStick;
case BTN_DPAD_UP:
return ManetteGamepad::StandardGamepadButton::DPadUp;
case BTN_DPAD_DOWN:
return ManetteGamepad::StandardGamepadButton::DPadDown;
case BTN_DPAD_LEFT:
return ManetteGamepad::StandardGamepadButton::DPadLeft;
case BTN_DPAD_RIGHT:
return ManetteGamepad::StandardGamepadButton::DPadRight;
default:
break;
}
return ManetteGamepad::StandardGamepadButton::Unknown;
}
static void onButtonPressEvent(ManetteDevice* device, ManetteEvent* event, ManetteGamepad* gamepad)
{
uint16_t button;
if (!manette_event_get_button(event, &button))
return;
gamepad->buttonPressedOrReleased(device, toStandardGamepadButton(button), true);
}
static void onButtonReleaseEvent(ManetteDevice* device, ManetteEvent* event, ManetteGamepad* gamepad)
{
uint16_t button;
if (!manette_event_get_button(event, &button))
return;
gamepad->buttonPressedOrReleased(device, toStandardGamepadButton(button), false);
}
ManetteGamepad::ManetteGamepad(ManetteDevice* device, unsigned index)
: PlatformGamepad(index)
, m_device(device)
{
ASSERT(index < 4);
m_connectTime = m_lastUpdateTime = MonotonicTime::now();
m_id = String::fromUTF8(manette_device_get_name(m_device.get()));
m_mapping = String::fromUTF8("standard");
m_axisValues.resize(static_cast<size_t>(StandardGamepadAxis::Count));
for (auto& value : m_axisValues)
value.setValue(0.0);
m_buttonValues.resize(static_cast<size_t>(StandardGamepadButton::Count));
for (auto& value : m_buttonValues)
value.setValue(0.0);
g_signal_connect(device, "button-press-event", G_CALLBACK(onButtonPressEvent), this);
g_signal_connect(device, "button-release-event", G_CALLBACK(onButtonReleaseEvent), this);
g_signal_connect(device, "absolute-axis-event", G_CALLBACK(onAbsoluteAxisEvent), this);
}
ManetteGamepad::~ManetteGamepad()
{
g_signal_handlers_disconnect_by_data(m_device.get(), this);
}
void ManetteGamepad::buttonPressedOrReleased(ManetteDevice*, StandardGamepadButton button, bool pressed)
{
if (button == StandardGamepadButton::Unknown)
return;
m_lastUpdateTime = MonotonicTime::now();
m_buttonValues[static_cast<int>(button)].setValue(pressed ? 1.0 : 0.0);
ManetteGamepadProvider::singleton().gamepadHadInput(*this, pressed ? ManetteGamepadProvider::ShouldMakeGamepadsVisible::Yes : ManetteGamepadProvider::ShouldMakeGamepadsVisible::No);
}
void ManetteGamepad::absoluteAxisChanged(ManetteDevice*, StandardGamepadAxis axis, double value)
{
if (axis == StandardGamepadAxis::Unknown)
return;
m_lastUpdateTime = MonotonicTime::now();
m_axisValues[static_cast<int>(axis)].setValue(value);
ManetteGamepadProvider::singleton().gamepadHadInput(*this, ManetteGamepadProvider::ShouldMakeGamepadsVisible::No);
}
} // namespace WebCore
#endif // ENABLE(GAMEPAD) && OS(LINUX)