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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.
#include "third_party/blink/renderer/modules/gamepad/gamepad_comparisons.h"
#include "third_party/blink/renderer/modules/gamepad/gamepad.h"
namespace blink {
namespace {
// A button press must have a value at least this large to qualify as a user
// activation. The selected value should be greater than 0.5 so that axes
// incorrectly mapped as triggers do not generate activations in the idle
// position.
const double kButtonActivationThreshold = 0.9;
template <typename T>
auto AsSpan(const T& collection) {
return collection.AsSpan();
}
base::span<const GamepadTouchVector::ValueType> AsSpan(
const GamepadTouchVector& collection) {
return base::span(collection);
}
template <typename Collection,
typename Pred = std::equal_to<typename Collection::ValueType>>
bool Compare(const Collection* old_array,
const Collection* new_array,
Pred pred = Pred{}) {
if (old_array && new_array) {
// Both arrays are non-null.
return !std::ranges::equal(AsSpan(*old_array), AsSpan(*new_array), pred);
} else if (old_array != new_array) {
// Exactly one array is non-null.
return true;
}
// Both arrays are null, or the arrays are identical.
return false;
}
} // namespace
// static
bool GamepadComparisons::HasUserActivation(
const HeapVector<Member<Gamepad>> gamepads) {
// A button press counts as a user activation if the button's value is greater
// than the activation threshold. A threshold is used so that analog buttons
// or triggers do not generate an activation from a light touch.
for (Gamepad* pad : gamepads) {
if (pad) {
for (auto button : pad->buttons()) {
if (button->value() > kButtonActivationThreshold)
return true;
}
}
}
return false;
}
// static
void GamepadComparisons::HasGamepadConnectionChanged(bool old_connected,
bool new_connected,
bool id_changed,
bool* gamepad_found,
bool* gamepad_lost) {
if (gamepad_found)
*gamepad_found = id_changed || (!old_connected && new_connected);
if (gamepad_lost)
*gamepad_lost = id_changed || (old_connected && !new_connected);
}
GamepadStateCompareResult::GamepadStateCompareResult(
const HeapVector<Member<Gamepad>> old_gamepads,
const HeapVector<Member<Gamepad>> new_gamepads,
bool compare_all_axes,
bool compare_all_buttons) {
any_change_ = CompareGamepads(old_gamepads, new_gamepads, compare_all_axes,
compare_all_buttons);
}
bool GamepadStateCompareResult::IsDifferent() const {
return any_change_;
}
bool GamepadStateCompareResult::IsGamepadConnected(size_t pad_index) const {
DCHECK_LT(pad_index, device::Gamepads::kItemsLengthCap);
return gamepad_connected_.test(pad_index);
}
bool GamepadStateCompareResult::IsGamepadDisconnected(size_t pad_index) const {
DCHECK_LT(pad_index, device::Gamepads::kItemsLengthCap);
return gamepad_disconnected_.test(pad_index);
}
bool GamepadStateCompareResult::IsAxisChanged(size_t pad_index,
size_t axis_index) const {
DCHECK_LT(pad_index, device::Gamepads::kItemsLengthCap);
DCHECK_LT(axis_index, device::Gamepad::kAxesLengthCap);
return axis_changed_[pad_index].test(axis_index);
}
bool GamepadStateCompareResult::IsButtonChanged(size_t pad_index,
size_t button_index) const {
DCHECK_LT(pad_index, device::Gamepads::kItemsLengthCap);
DCHECK_LT(button_index, device::Gamepad::kButtonsLengthCap);
return button_changed_[pad_index].test(button_index);
}
bool GamepadStateCompareResult::IsButtonDown(size_t pad_index,
size_t button_index) const {
DCHECK_LT(pad_index, device::Gamepads::kItemsLengthCap);
DCHECK_LT(button_index, device::Gamepad::kButtonsLengthCap);
return button_down_[pad_index].test(button_index);
}
bool GamepadStateCompareResult::IsButtonUp(size_t pad_index,
size_t button_index) const {
DCHECK_LT(pad_index, device::Gamepads::kItemsLengthCap);
DCHECK_LT(button_index, device::Gamepad::kButtonsLengthCap);
return button_up_[pad_index].test(button_index);
}
bool GamepadStateCompareResult::CompareGamepads(
const HeapVector<Member<Gamepad>> old_gamepads,
const HeapVector<Member<Gamepad>> new_gamepads,
bool compare_all_axes,
bool compare_all_buttons) {
bool any_change = false;
for (uint32_t i = 0; i < new_gamepads.size(); ++i) {
Gamepad* old_gamepad = i < old_gamepads.size() ? old_gamepads[i] : nullptr;
Gamepad* new_gamepad = new_gamepads[i];
// Check whether the gamepad is newly connected or disconnected.
bool newly_connected = false;
bool newly_disconnected = false;
bool old_connected = old_gamepad && old_gamepad->connected();
bool new_connected = new_gamepad && new_gamepad->connected();
if (old_gamepad && new_gamepad) {
GamepadComparisons::HasGamepadConnectionChanged(
old_connected, new_connected, old_gamepad->id() != new_gamepad->id(),
&newly_connected, &newly_disconnected);
} else {
newly_connected = new_connected;
newly_disconnected = old_connected;
}
bool any_axis_updated =
CompareAxes(old_gamepad, new_gamepad, i, compare_all_axes);
bool any_button_updated =
CompareButtons(old_gamepad, new_gamepad, i, compare_all_buttons);
bool any_touch_updated = CompareTouches(old_gamepad, new_gamepad);
if (newly_connected)
gamepad_connected_.set(i);
if (newly_disconnected)
gamepad_disconnected_.set(i);
if (newly_connected || newly_disconnected || any_axis_updated ||
any_button_updated || any_touch_updated) {
any_change = true;
}
}
return any_change;
}
bool GamepadStateCompareResult::CompareAxes(Gamepad* old_gamepad,
Gamepad* new_gamepad,
size_t index,
bool compare_all) {
DCHECK_LT(index, device::Gamepads::kItemsLengthCap);
if (!new_gamepad)
return false;
auto& changed_set = axis_changed_[index];
const auto& new_axes = new_gamepad->axes();
const auto* old_axes = old_gamepad ? &old_gamepad->axes() : nullptr;
bool any_axis_changed = false;
for (wtf_size_t i = 0; i < new_axes.size(); ++i) {
double new_value = new_axes[i];
if (old_axes && i < old_axes->size()) {
double old_value = old_axes->at(i);
if (old_value != new_value) {
any_axis_changed = true;
if (!compare_all)
break;
changed_set.set(i);
}
} else {
if (new_value) {
any_axis_changed = true;
if (!compare_all)
break;
changed_set.set(i);
}
}
}
return any_axis_changed;
}
bool GamepadStateCompareResult::CompareButtons(Gamepad* old_gamepad,
Gamepad* new_gamepad,
size_t index,
bool compare_all) {
DCHECK_LT(index, device::Gamepads::kItemsLengthCap);
if (!new_gamepad)
return false;
auto& changed_set = button_changed_[index];
auto& down_set = button_down_[index];
auto& up_set = button_up_[index];
const auto& new_buttons = new_gamepad->buttons();
const auto* old_buttons = old_gamepad ? &old_gamepad->buttons() : nullptr;
bool any_button_changed = false;
for (wtf_size_t i = 0; i < new_buttons.size(); ++i) {
double new_value = new_buttons[i]->value();
bool new_pressed = new_buttons[i]->pressed();
if (old_buttons && i < old_buttons->size()) {
double old_value = old_buttons->at(i)->value();
bool old_pressed = old_buttons->at(i)->pressed();
if (old_value != new_value) {
any_button_changed = true;
if (!compare_all)
break;
changed_set.set(i);
}
if (old_pressed != new_pressed) {
any_button_changed = true;
if (!compare_all)
break;
if (new_pressed)
down_set.set(i);
else
up_set.set(i);
}
} else {
if (new_value > 0.0) {
any_button_changed = true;
if (!compare_all)
break;
changed_set.set(i);
}
if (new_pressed) {
any_button_changed = true;
if (!compare_all)
break;
down_set.set(i);
}
}
}
return any_button_changed;
}
bool GamepadStateCompareResult::CompareTouches(Gamepad* old_gamepad,
Gamepad* new_gamepad) {
if (!new_gamepad) {
return false;
}
const auto* new_touches = new_gamepad->touchEvents();
const auto* old_touches = old_gamepad ? old_gamepad->touchEvents() : nullptr;
return Compare(old_touches, new_touches,
[](const Member<GamepadTouch>& new_touch,
const Member<GamepadTouch>& old_touch) {
return new_touch->touchId() == old_touch->touchId() &&
new_touch->surfaceId() == old_touch->surfaceId() &&
new_touch->HasSurfaceDimensions() ==
old_touch->HasSurfaceDimensions() &&
!Compare(new_touch->surfaceDimensions().Get(),
old_touch->surfaceDimensions().Get()) &&
!Compare(new_touch->position().Get(),
old_touch->position().Get());
});
}
GamepadStateCompareResult GamepadComparisons::Compare(
const HeapVector<Member<Gamepad>> old_gamepads,
const HeapVector<Member<Gamepad>> new_gamepads,
bool compare_all_axes,
bool compare_all_buttons) {
return GamepadStateCompareResult(old_gamepads, new_gamepads, compare_all_axes,
compare_all_buttons);
}
} // namespace blink
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