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886c2c65a8
Currently, the gamepad code uses a uint32_t as a handle and does some trickery with it by trying to create a unique ID and adding an offset to it for VR code. This can (and has) led to errors where the developer forgets to perform the arithmetic and sends the wrong number to the wrong manager. This change created a strongly-typed handle that remembers which service it belongs to. This should eliminate such accidents. Differential Revision: https://phabricator.services.mozilla.com/D96273
81 lines
2.8 KiB
C++
81 lines
2.8 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this file,
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* You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "mozilla/dom/GamepadHapticActuator.h"
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#include "mozilla/dom/GamepadManager.h"
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#include "mozilla/dom/Promise.h"
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namespace mozilla::dom {
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NS_IMPL_CYCLE_COLLECTING_ADDREF(GamepadHapticActuator)
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NS_IMPL_CYCLE_COLLECTING_RELEASE(GamepadHapticActuator)
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NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION(GamepadHapticActuator)
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NS_WRAPPERCACHE_INTERFACE_MAP_ENTRY
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NS_INTERFACE_MAP_ENTRY(nsISupports)
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NS_INTERFACE_MAP_END
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NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(GamepadHapticActuator, mParent)
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GamepadHapticActuator::GamepadHapticActuator(nsISupports* aParent,
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GamepadHandle aGamepadHandle,
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uint32_t aIndex)
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: mParent(aParent),
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mGamepadHandle(aGamepadHandle),
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mType(GamepadHapticActuatorType::Vibration),
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mIndex(aIndex) {}
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/* virtual */
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JSObject* GamepadHapticActuator::WrapObject(JSContext* aCx,
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JS::Handle<JSObject*> aGivenProto) {
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return GamepadHapticActuator_Binding::Wrap(aCx, this, aGivenProto);
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}
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nsISupports* GamepadHapticActuator::GetParentObject() const { return mParent; }
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#define CLAMP(f, min, max) (((f) < min) ? min : (((f) > max) ? max : (f)))
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already_AddRefed<Promise> GamepadHapticActuator::Pulse(double aValue,
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double aDuration,
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ErrorResult& aRv) {
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nsCOMPtr<nsIGlobalObject> global = do_QueryInterface(GetParentObject());
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MOZ_ASSERT(global);
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RefPtr<GamepadManager> gamepadManager(GamepadManager::GetService());
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MOZ_ASSERT(gamepadManager);
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// Clamp intensity aValue to be 0~1.
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double value = CLAMP(aValue, 0, 1);
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// aDuration should be always positive.
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double duration = CLAMP(aDuration, 0, aDuration);
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switch (mType) {
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case GamepadHapticActuatorType::Vibration: {
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RefPtr<Promise> promise = gamepadManager->VibrateHaptic(
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mGamepadHandle, mIndex, value, duration, global, aRv);
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if (!promise) {
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return nullptr;
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}
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return promise.forget();
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}
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default: {
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// We need to implement other types of haptic
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MOZ_ASSERT(false);
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return nullptr;
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}
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}
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}
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GamepadHapticActuatorType GamepadHapticActuator::Type() const { return mType; }
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void GamepadHapticActuator::Set(const GamepadHapticActuator* aOther) {
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mGamepadHandle = aOther->mGamepadHandle;
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mType = aOther->mType;
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mIndex = aOther->mIndex;
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}
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} // namespace mozilla::dom
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