gecko-dev/dom/gamepad/Gamepad.h

113 lines
2.5 KiB
C++

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this file,
* You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef mozilla_dom_gamepad_Gamepad_h
#define mozilla_dom_gamepad_Gamepad_h
#include "mozilla/ErrorResult.h"
#include "mozilla/dom/GamepadButton.h"
#include <stdint.h>
#include "nsCOMPtr.h"
#include "nsString.h"
#include "nsTArray.h"
#include "nsWrapperCache.h"
namespace mozilla {
namespace dom {
enum GamepadMappingType
{
NoMapping = 0,
StandardMapping = 1
};
class Gamepad : public nsISupports,
public nsWrapperCache
{
public:
Gamepad(nsISupports* aParent,
const nsAString& aID, uint32_t aIndex,
GamepadMappingType aMapping,
uint32_t aNumButtons, uint32_t aNumAxes);
NS_DECL_CYCLE_COLLECTING_ISUPPORTS
NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_CLASS(Gamepad)
void SetConnected(bool aConnected);
void SetButton(uint32_t aButton, bool aPressed, double aValue);
void SetAxis(uint32_t aAxis, double aValue);
void SetIndex(uint32_t aIndex);
// Make the state of this gamepad equivalent to other.
void SyncState(Gamepad* aOther);
// Return a new Gamepad containing the same data as this object,
// parented to aParent.
already_AddRefed<Gamepad> Clone(nsISupports* aParent);
nsISupports* GetParentObject() const
{
return mParent;
}
virtual JSObject* WrapObject(JSContext* aCx,
JS::Handle<JSObject*> aScope) MOZ_OVERRIDE;
void GetId(nsAString& aID) const
{
aID = mID;
}
void GetMapping(nsAString& aMapping) const
{
if (mMapping == StandardMapping) {
aMapping = NS_LITERAL_STRING("standard");
} else {
aMapping = NS_LITERAL_STRING("");
}
}
bool Connected() const
{
return mConnected;
}
uint32_t Index() const
{
return mIndex;
}
void GetButtons(nsTArray<nsRefPtr<GamepadButton>>& aButtons) const
{
aButtons = mButtons;
}
void GetAxes(nsTArray<double>& aAxes) const
{
aAxes = mAxes;
}
private:
virtual ~Gamepad() {}
protected:
nsCOMPtr<nsISupports> mParent;
nsString mID;
uint32_t mIndex;
// The mapping in use.
GamepadMappingType mMapping;
// true if this gamepad is currently connected.
bool mConnected;
// Current state of buttons, axes.
nsTArray<nsRefPtr<GamepadButton>> mButtons;
nsTArray<double> mAxes;
};
} // namespace dom
} // namespace mozilla
#endif // mozilla_dom_gamepad_Gamepad_h