// 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/common/gamepad_user_gesture.h" #include #include #include "third_party/WebKit/public/platform/WebGamepads.h" namespace { // A big enough deadzone to detect accidental presses. const float kAxisMoveAmountThreshold = 0.5; } namespace content { bool GamepadsHaveUserGesture(const blink::WebGamepads& gamepads) { for (unsigned int i = 0; i < blink::WebGamepads::itemsLengthCap; i++) { const blink::WebGamepad& pad = gamepads.items[i]; // If the device is physically connected, then check the buttons and axes // to see if there is currently an intentional user action. if (pad.connected) { for (unsigned int button_index = 0; button_index < pad.buttonsLength; button_index++) { if (pad.buttons[button_index].pressed) return true; } for (unsigned int axes_index = 0; axes_index < pad.axesLength; axes_index++) { if (fabs(pad.axes[axes_index]) > kAxisMoveAmountThreshold) return true; } } } return false; } } // namespace content