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// Copyright 2018 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef THIRD_PARTY_BLINK_RENDERER_MODULES_GAMEPAD_GAMEPAD_COMPARISONS_H_
#define THIRD_PARTY_BLINK_RENDERER_MODULES_GAMEPAD_GAMEPAD_COMPARISONS_H_
#include <array>
#include <bitset>
#include "device/gamepad/public/cpp/gamepads.h"
#include "third_party/blink/renderer/modules/gamepad/gamepad.h"
#include "third_party/blink/renderer/modules/modules_export.h"
#include "third_party/blink/renderer/platform/wtf/allocator/allocator.h"
namespace blink {
// Stores the result of a comparison between two GamepadLists.
class MODULES_EXPORT GamepadStateCompareResult {
STACK_ALLOCATED();
public:
GamepadStateCompareResult(const HeapVector<Member<Gamepad>> old_gamepads,
const HeapVector<Member<Gamepad>> new_gamepads,
bool compare_all_axes,
bool compare_all_buttons);
~GamepadStateCompareResult() = default;
// True if any difference was detected (besides timestamp).
bool IsDifferent() const;
// True if the corresponding gamepad event should be dispatched.
bool IsGamepadConnected(size_t pad_index) const;
bool IsGamepadDisconnected(size_t pad_index) const;
bool IsAxisChanged(size_t pad_index, size_t axis_index) const;
bool IsButtonChanged(size_t pad_index, size_t button_index) const;
bool IsButtonDown(size_t pad_index, size_t button_index) const;
bool IsButtonUp(size_t pad_index, size_t button_index) const;
private:
bool CompareGamepads(const HeapVector<Member<Gamepad>> old_gamepads,
const HeapVector<Member<Gamepad>> new_gamepads,
bool compare_all_axes,
bool compare_all_buttons);
bool CompareAxes(Gamepad* old_gamepad,
Gamepad* new_gamepad,
size_t gamepad_index,
bool compare_all);
bool CompareButtons(Gamepad* old_gamepad,
Gamepad* new_gamepad,
size_t gamepad_index,
bool compare_all);
bool CompareTouches(Gamepad* old_gamepad, Gamepad* new_gamepad);
bool any_change_ = false;
std::bitset<device::Gamepads::kItemsLengthCap> gamepad_connected_;
std::bitset<device::Gamepads::kItemsLengthCap> gamepad_disconnected_;
std::array<std::bitset<device::Gamepad::kAxesLengthCap>,
device::Gamepads::kItemsLengthCap>
axis_changed_;
std::array<std::bitset<device::Gamepad::kButtonsLengthCap>,
device::Gamepads::kItemsLengthCap>
button_changed_;
std::array<std::bitset<device::Gamepad::kButtonsLengthCap>,
device::Gamepads::kItemsLengthCap>
button_down_;
std::array<std::bitset<device::Gamepad::kButtonsLengthCap>,
device::Gamepads::kItemsLengthCap>
button_up_;
};
class MODULES_EXPORT GamepadComparisons {
STATIC_ONLY(GamepadComparisons);
public:
// Inspect the gamepad state in |gamepads| and return true if any gamepads
// have a user activation gesture.
static bool HasUserActivation(const HeapVector<Member<Gamepad>> gamepads);
// Given the connection state of a gamepad in consecutive samples and whether
// the ID string changed, return whether the gamepad was newly connected in
// |gamepad_found| and whether it was newly disconnected in |gamepad_lost|.
static void HasGamepadConnectionChanged(bool old_connected,
bool new_connected,
bool id_changed,
bool* gamepad_found,
bool* gamepad_lost);
// Compare the previously sampled gamepad state in |old_gamepads| with a new
// sample in |new_gamepads|. If |compare_all_axes| or |compare_all_buttons|
// is true, all axes or buttons will be compared. Otherwise, the comparison
// will short-circuit after the first difference.
static GamepadStateCompareResult Compare(
const HeapVector<Member<Gamepad>> old_gamepads,
const HeapVector<Member<Gamepad>> new_gamepads,
bool compare_all_axes,
bool compare_all_buttons);
};
} // namespace blink
#endif // THIRD_PARTY_BLINK_RENDERER_MODULES_GAMEPAD_GAMEPAD_COMPARISONS_H_
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