| Index: content/common/gamepad_user_gesture.cc
|
| diff --git a/content/common/gamepad_user_gesture.cc b/content/common/gamepad_user_gesture.cc
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..8fa42b5dbb3d9dcf0daef64e80df71367e749b6b
|
| --- /dev/null
|
| +++ b/content/common/gamepad_user_gesture.cc
|
| @@ -0,0 +1,33 @@
|
| +// 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 <algorithm>
|
| +
|
| +#include "third_party/WebKit/Source/WebKit/chromium/public/platform/WebGamepads.h"
|
| +
|
| +namespace content {
|
| +
|
| +bool GamepadsHaveUserGesture(const WebKit::WebGamepads& gamepads) {
|
| + for (unsigned i = 0; i < WebKit::WebGamepads::itemsLengthCap; i++) {
|
| + const WebKit::WebGamepad& pad = gamepads.items[i];
|
| +
|
| + // If the device is physically connected, then check the primary 4 buttons
|
| + // to see if there is currently an intentional user action.
|
| + if (pad.connected) {
|
| + const unsigned kPrimaryInteractionButtons = 4;
|
| + unsigned buttons_to_check = std::min(pad.buttonsLength,
|
| + kPrimaryInteractionButtons);
|
| + for (unsigned button_index = 0; button_index < buttons_to_check;
|
| + button_index++) {
|
| + if (pad.buttons[button_index] > 0.5f)
|
| + return true;
|
| + }
|
| + }
|
| + }
|
| + return false;
|
| +}
|
| +
|
| +} // namespace content
|
|
|