// Copyright (c) 2012 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include "content/browser/gamepad/gamepad_standard_mappings.h" #include "content/common/gamepad_hardware_buffer.h" namespace content { namespace { float AxisToButton(float input) { return (input + 1.f) / 2.f; } void MapperXbox360Gamepad( const WebKit::WebGamepad& input, WebKit::WebGamepad* mapped) { *mapped = input; mapped->buttons[kButtonLeftTrigger] = AxisToButton(input.axes[2]); mapped->buttons[kButtonRightTrigger] = AxisToButton(input.axes[5]); mapped->buttons[kButtonBackSelect] = input.buttons[9]; mapped->buttons[kButtonStart] = input.buttons[8]; mapped->buttons[kButtonLeftThumbstick] = input.buttons[6]; mapped->buttons[kButtonRightThumbstick] = input.buttons[7]; mapped->buttons[kButtonDpadUp] = input.buttons[11]; mapped->buttons[kButtonDpadDown] = input.buttons[12]; mapped->buttons[kButtonDpadLeft] = input.buttons[13]; mapped->buttons[kButtonDpadRight] = input.buttons[14]; mapped->buttons[kButtonMeta] = input.buttons[10]; mapped->axes[kAxisRightStickX] = input.axes[3]; mapped->axes[kAxisRightStickY] = input.axes[4]; mapped->buttonsLength = kNumButtons; mapped->axesLength = kNumAxes; } void MapperPlaystationSixAxis( const WebKit::WebGamepad& input, WebKit::WebGamepad* mapped) { *mapped = input; mapped->buttons[kButtonPrimary] = input.buttons[14]; mapped->buttons[kButtonSecondary] = input.buttons[13]; mapped->buttons[kButtonTertiary] = input.buttons[15]; mapped->buttons[kButtonQuaternary] = input.buttons[12]; mapped->buttons[kButtonLeftShoulder] = input.buttons[10]; mapped->buttons[kButtonRightShoulder] = input.buttons[11]; mapped->buttons[kButtonLeftTrigger] = input.buttons[8]; mapped->buttons[kButtonRightTrigger] = input.buttons[9]; mapped->buttons[kButtonBackSelect] = input.buttons[0]; mapped->buttons[kButtonStart] = input.buttons[3]; mapped->buttons[kButtonLeftThumbstick] = input.buttons[1]; mapped->buttons[kButtonRightThumbstick] = input.buttons[2]; mapped->buttons[kButtonDpadUp] = input.buttons[4]; mapped->buttons[kButtonDpadDown] = input.buttons[6]; mapped->buttons[kButtonDpadLeft] = input.buttons[7]; mapped->buttons[kButtonDpadRight] = input.buttons[5]; mapped->buttons[kButtonMeta] = input.buttons[16]; mapped->axes[kAxisRightStickY] = input.axes[5]; mapped->buttonsLength = kNumButtons; mapped->axesLength = kNumAxes; } void MapperDirectInputStyle( const WebKit::WebGamepad& input, WebKit::WebGamepad* mapped) { *mapped = input; mapped->buttons[kButtonPrimary] = input.buttons[1]; mapped->buttons[kButtonSecondary] = input.buttons[2]; mapped->buttons[kButtonTertiary] = input.buttons[0]; mapped->axes[kAxisRightStickY] = input.axes[5]; // Dpad is mapped as a direction on one axis, where -1 is up and it // increases clockwise to 1, which is up + left. It's set to a large (> 1.f) // number when nothing is depressed, except on start up, sometimes it's 0.0 // for no data, rather than the large number. float dir = input.axes[9]; if (dir == 0.0f) { mapped->buttons[kButtonDpadUp] = 0.f; mapped->buttons[kButtonDpadDown] = 0.f; mapped->buttons[kButtonDpadLeft] = 0.f; mapped->buttons[kButtonDpadRight] = 0.f; } else { mapped->buttons[kButtonDpadUp] = (dir >= -1.f && dir < -0.7f) || (dir >= .95f && dir <= 1.f); mapped->buttons[kButtonDpadRight] = dir >= -.75f && dir < -.1f; mapped->buttons[kButtonDpadDown] = dir >= -.2f && dir < .45f; mapped->buttons[kButtonDpadLeft] = dir >= .4f && dir <= 1.f; } mapped->buttonsLength = kNumButtons - 1; /* no meta */ mapped->axesLength = kNumAxes; } void MapperMacallyIShock( const WebKit::WebGamepad& input, WebKit::WebGamepad* mapped) { enum IShockButtons { kButtonC = kNumButtons, kButtonD, kButtonE, kNumIShockButtons }; *mapped = input; mapped->buttons[kButtonPrimary] = input.buttons[6]; mapped->buttons[kButtonSecondary] = input.buttons[5]; mapped->buttons[kButtonTertiary] = input.buttons[7]; mapped->buttons[kButtonQuaternary] = input.buttons[4]; mapped->buttons[kButtonLeftShoulder] = input.buttons[14]; mapped->buttons[kButtonRightShoulder] = input.buttons[12]; mapped->buttons[kButtonLeftTrigger] = input.buttons[15]; mapped->buttons[kButtonRightTrigger] = input.buttons[13]; mapped->buttons[kButtonBackSelect] = input.buttons[9]; mapped->buttons[kButtonStart] = input.buttons[10]; mapped->buttons[kButtonLeftThumbstick] = input.buttons[16]; mapped->buttons[kButtonRightThumbstick] = input.buttons[17]; mapped->buttons[kButtonDpadUp] = input.buttons[0]; mapped->buttons[kButtonDpadDown] = input.buttons[1]; mapped->buttons[kButtonDpadLeft] = input.buttons[2]; mapped->buttons[kButtonDpadRight] = input.buttons[3]; mapped->buttons[kButtonMeta] = input.buttons[11]; mapped->buttons[kButtonC] = input.buttons[8]; mapped->buttons[kButtonD] = input.buttons[18]; mapped->buttons[kButtonE] = input.buttons[19]; mapped->axes[kAxisLeftStickX] = input.axes[0]; mapped->axes[kAxisLeftStickY] = input.axes[1]; mapped->axes[kAxisRightStickX] = -input.axes[5]; mapped->axes[kAxisRightStickY] = input.axes[6]; mapped->buttonsLength = kNumIShockButtons; mapped->axesLength = kNumAxes; } struct MappingData { const char* const vendor_id; const char* const product_id; GamepadStandardMappingFunction function; } AvailableMappings[] = { // http://www.linux-usb.org/usb.ids { "045e", "028e", MapperXbox360Gamepad }, // Xbox 360 Controller { "045e", "028f", MapperXbox360Gamepad }, // Xbox 360 Wireless Controller { "046d", "c216", MapperDirectInputStyle }, // Logitech F310, D mode { "046d", "c218", MapperDirectInputStyle }, // Logitech F510, D mode { "046d", "c219", MapperDirectInputStyle }, // Logitech F710, D mode { "054c", "0268", MapperPlaystationSixAxis }, // Playstation SIXAXIS { "2222", "0060", MapperDirectInputStyle }, // Macally iShockX, analog mode { "2222", "4010", MapperMacallyIShock }, // Macally iShock }; } // namespace GamepadStandardMappingFunction GetGamepadStandardMappingFunction( const base::StringPiece& vendor_id, const base::StringPiece& product_id) { for (size_t i = 0; i < arraysize(AvailableMappings); ++i) { MappingData& item = AvailableMappings[i]; if (vendor_id == item.vendor_id && product_id == item.product_id) return item.function; } return NULL; } } // namespace content