Revert of Use the new java_cpp_enum rule in content. (patchset #8 id:140001 of https...
[chromium-blink-merge.git] / content / browser / gamepad / gamepad_standard_mappings.cc
blob7f159e1ac8fd14f45aa3d17dabc260824b2d580f
1 // Copyright 2014 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 #include "content/browser/gamepad/gamepad_standard_mappings.h"
7 namespace content {
9 blink::WebGamepadButton AxisToButton(float input) {
10 float value = (input + 1.f) / 2.f;
11 return blink::WebGamepadButton(
12 value > kDefaultButtonPressedThreshold, value);
15 blink::WebGamepadButton AxisNegativeAsButton(float input) {
16 float value = (input < -0.5f) ? 1.f : 0.f;
17 return blink::WebGamepadButton(
18 value > kDefaultButtonPressedThreshold, value);
21 blink::WebGamepadButton AxisPositiveAsButton(float input) {
22 float value = (input > 0.5f) ? 1.f : 0.f;
23 return blink::WebGamepadButton(
24 value > kDefaultButtonPressedThreshold, value);
27 blink::WebGamepadButton ButtonFromButtonAndAxis(
28 blink::WebGamepadButton button, float axis) {
29 float value = (axis + 1.f) / 2.f;
30 return blink::WebGamepadButton(button.pressed, value);
33 blink::WebGamepadButton NullButton() {
34 return blink::WebGamepadButton(false, 0.0);
37 void DpadFromAxis(blink::WebGamepad* mapped, float dir) {
38 bool up = false;
39 bool right = false;
40 bool down = false;
41 bool left = false;
43 // Dpad is mapped as a direction on one axis, where -1 is up and it
44 // increases clockwise to 1, which is up + left. It's set to a large (> 1.f)
45 // number when nothing is depressed, except on start up, sometimes it's 0.0
46 // for no data, rather than the large number.
47 if (dir != 0.0f) {
48 up = (dir >= -1.f && dir < -0.7f) || (dir >= .95f && dir <= 1.f);
49 right = dir >= -.75f && dir < -.1f;
50 down = dir >= -.2f && dir < .45f;
51 left = dir >= .4f && dir <= 1.f;
54 mapped->buttons[kButtonDpadUp].pressed = up;
55 mapped->buttons[kButtonDpadUp].value = up ? 1.f : 0.f;
56 mapped->buttons[kButtonDpadRight].pressed = right;
57 mapped->buttons[kButtonDpadRight].value = right ? 1.f : 0.f;
58 mapped->buttons[kButtonDpadDown].pressed = down;
59 mapped->buttons[kButtonDpadDown].value = down ? 1.f : 0.f;
60 mapped->buttons[kButtonDpadLeft].pressed = left;
61 mapped->buttons[kButtonDpadLeft].value = left ? 1.f : 0.f;
64 } // namespace content