#ifndef HIDGamepad_h
#define HIDGamepad_h
#if ENABLE(GAMEPAD)
#include "PlatformGamepad.h"
#include <IOKit/hid/IOHIDDevice.h>
#include <wtf/HashMap.h>
#include <wtf/RetainPtr.h>
namespace WebCore {
struct HIDGamepadElement {
HIDGamepadElement(double theMin, double theMax, IOHIDElementRef element)
: min(theMin)
, max(theMax)
, rawValue(theMin)
, iohidElement(element)
{
}
virtual ~HIDGamepadElement()
{
}
double min;
double max;
double rawValue;
RetainPtr<IOHIDElementRef> iohidElement;
virtual bool isButton() const { return false; }
virtual bool isAxis() const { return false; }
virtual double normalizedValue() = 0;
};
struct HIDGamepadButton : HIDGamepadElement {
HIDGamepadButton(uint32_t thePriority, double min, double max, IOHIDElementRef element)
: HIDGamepadElement(min, max, element)
, priority(thePriority)
{
}
uint32_t priority;
virtual bool isButton() const override { return true; }
virtual double normalizedValue() override
{
return (rawValue - min) / (max - min);
}
};
struct HIDGamepadAxis : HIDGamepadElement {
HIDGamepadAxis(double min, double max, IOHIDElementRef element)
: HIDGamepadElement(min, max, element)
{
}
virtual bool isAxis() const override { return true; }
virtual double normalizedValue() override
{
return (((rawValue - min) / (max - min)) * 2) - 1;
}
};
class HIDGamepad : public PlatformGamepad {
public:
HIDGamepad(IOHIDDeviceRef, unsigned index);
IOHIDDeviceRef hidDevice() const { return m_hidDevice.get(); }
void valueChanged(IOHIDValueRef);
virtual const Vector<double>& axisValues() const override final { return m_axisValues; }
virtual const Vector<double>& buttonValues() const override final { return m_buttonValues; }
private:
void initElements();
void initElementsFromArray(CFArrayRef);
bool maybeAddButton(IOHIDElementRef);
bool maybeAddAxis(IOHIDElementRef);
void getCurrentValueForElement(const HIDGamepadElement&);
RetainPtr<IOHIDDeviceRef> m_hidDevice;
HashMap<IOHIDElementCookie, HIDGamepadElement*> m_elementMap;
Vector<std::unique_ptr<HIDGamepadButton>> m_buttons;
Vector<std::unique_ptr<HIDGamepadAxis>> m_axes;
Vector<double> m_buttonValues;
Vector<double> m_axisValues;
};
}
#endif // ENABLE(GAMEPAD)
#endif // HIDGamepad_h