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# ignore-this-changeset --HG-- extra : amend_source : 4d301d3b0b8711c4692392aa76088ba7fd7d1022
103 lines
3.5 KiB
C++
103 lines
3.5 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
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef mozilla_dom_gamepad_GamepadPoseState_h_
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#define mozilla_dom_gamepad_GamepadPoseState_h_
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namespace mozilla {
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namespace dom {
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enum class GamepadCapabilityFlags : uint16_t {
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Cap_None = 0,
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/**
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* Cap_Position is set if the Gamepad is capable of tracking its position.
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*/
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Cap_Position = 1 << 1,
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/**
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* Cap_Orientation is set if the Gamepad is capable of tracking its
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* orientation.
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*/
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Cap_Orientation = 1 << 2,
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/**
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* Cap_AngularAcceleration is set if the Gamepad is capable of tracking its
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* angular acceleration.
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*/
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Cap_AngularAcceleration = 1 << 3,
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/**
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* Cap_LinearAcceleration is set if the Gamepad is capable of tracking its
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* linear acceleration.
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*/
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Cap_LinearAcceleration = 1 << 4,
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/**
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* Cap_All used for validity checking during IPC serialization
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*/
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Cap_All = (1 << 5) - 1
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};
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MOZ_MAKE_ENUM_CLASS_BITWISE_OPERATORS(GamepadCapabilityFlags)
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struct GamepadPoseState {
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GamepadCapabilityFlags flags;
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float orientation[4];
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float position[3];
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float angularVelocity[3];
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float angularAcceleration[3];
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float linearVelocity[3];
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float linearAcceleration[3];
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bool isPositionValid;
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bool isOrientationValid;
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GamepadPoseState()
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: flags(GamepadCapabilityFlags::Cap_None),
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orientation{0, 0, 0, 0},
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position{0, 0, 0},
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angularVelocity{0, 0, 0},
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angularAcceleration{0, 0, 0},
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linearVelocity{0, 0, 0},
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linearAcceleration{0, 0, 0},
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isPositionValid(false),
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isOrientationValid(false) {}
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bool operator==(const GamepadPoseState& aPose) const {
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return flags == aPose.flags && orientation[0] == aPose.orientation[0] &&
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orientation[1] == aPose.orientation[1] &&
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orientation[2] == aPose.orientation[2] &&
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orientation[3] == aPose.orientation[3] &&
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position[0] == aPose.position[0] &&
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position[1] == aPose.position[1] &&
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position[2] == aPose.position[2] &&
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angularVelocity[0] == aPose.angularVelocity[0] &&
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angularVelocity[1] == aPose.angularVelocity[1] &&
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angularVelocity[2] == aPose.angularVelocity[2] &&
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angularAcceleration[0] == aPose.angularAcceleration[0] &&
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angularAcceleration[1] == aPose.angularAcceleration[1] &&
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angularAcceleration[2] == aPose.angularAcceleration[2] &&
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linearVelocity[0] == aPose.linearVelocity[0] &&
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linearVelocity[1] == aPose.linearVelocity[1] &&
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linearVelocity[2] == aPose.linearVelocity[2] &&
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linearAcceleration[0] == aPose.linearAcceleration[0] &&
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linearAcceleration[1] == aPose.linearAcceleration[1] &&
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linearAcceleration[2] == aPose.linearAcceleration[2] &&
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isPositionValid == aPose.isPositionValid &&
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isOrientationValid == aPose.isOrientationValid;
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}
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bool operator!=(const GamepadPoseState& aPose) const {
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return !(*this == aPose);
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}
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void Clear() {
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memset(&flags, 0,
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reinterpret_cast<char*>(&isOrientationValid) +
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sizeof(isOrientationValid) - reinterpret_cast<char*>(&flags));
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}
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};
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} // namespace dom
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} // namespace mozilla
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#endif // mozilla_dom_gamepad_GamepadPoseState_h_
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