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IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. A global interface to provide gaming input devices for a given seat. Currently only gamepad devices are supported. Warning! The protocol described in this file is experimental and backward incompatible changes may be made. Backward compatible changes may be added together with the corresponding uinterface version bump. Backward incompatible changes are done by bumping the version number in the protocol and uinterface names and resetting the interface version. Once the protocol is to be declared stable, the 'z' prefix and the version number in the protocol and interface names are removed and the interface version number is reset. Get a gaming seat object for a given seat. Gaming seat provides access to gaming devices Destroy gaming_input object. Objects created from this object are unaffected and should be destroyed separately. An object that provides access to all the gaming devices of a seat. When a gamepad is connected, the compositor will send gamepad_added event. Destroy gaming_seat object. Objects created from this object are unaffected and should be destroyed separately. Notification that there is gamepad connected at this seat. Device connection type e.g. Bluetooth Notification that there is gamepad connected at this seat. The zcr_gamepad_v2 interface represents one or more gamepad input devices, which are reported as a normalized 'Standard Gamepad' as it is specified by the W3C Gamepad API at: https://w3c.github.io/gamepad/#remapping Destroy gamepad. Instances created from this gamepad are unaffected and should be destroyed separately. Removed event is send when the gamepad is disconnected. The client should expect no more event and call destroy. This event cannot be used as destructor as requests (e.g. vibration) might be added to this interface. Notification of axis change. The axis id specifies which axis has changed as defined by the W3C 'Standard Gamepad'. The value is calibrated and normalized to the -1 to 1 range. Describes the physical state of a button that produced the button event. Notification of button change. The button id specifies which button has changed as defined by the W3C 'Standard Gamepad'. A button can have a digital and an analog value. The analog value is normalized to a 0 to 1 range. If a button does not provide an analog value, it will be derived from the digital state. Indicates the end of a set of events that logically belong together. A client is expected to accumulate the data in all events within the frame before proceeding. Adds an axis to the gamepad. Only called when the gamepad was created by gamepad_added_with_device_info. The values are compatible with input_absinfo. Activates the gamepad i.e. the gamepad will be visible to applications after this event is fired. All axis_added events should be sent before this event. Only called when the gamepad was created by gamepad_added_with_device_info. Adds a vibrator to the gamepad. Only called if server has verified that gamepad has a vibrator. The vibrator(s) for a gamepad are expected to be added before the "activated" event is called. An interface that provides access to the vibrator of a gamepad. Requests can be sent to make the gamepad vibrate and to stop an ongoing vibration. Triggers the vibration event on the gamepad vibrator. The gamepad is only allowed to vibrate while the window is in focus. The values in the timings array are 64-bit integers and the values in the amplitudes array are unsigned 8-bit integers. The timings array and the amplitudes array are of the same length. For each timing/amplitude pair, the amplitude determines the strength of the vibration and the timing determines the length of the vibration in milliseconds. Amplitude values must be between 0 and 255. An amplitude of 0 implies no vibration and any timing/amplitude pair with a timing value of 0 is ignored. The repeat argument determines the index at which the vibration pattern to repeat begins. A repeat value of -1 disables repetition. If repetition is enabled, the vibration pattern will repeat indefinitely until stopped, or when focus is lost. Cancels the currently ongoing vibration event on the gamepad vibrator.