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760cc7e936
- Add missing include directives and forward declarations. - Remove some extra include directives. - Add missing namespace qualifications. - Move include directives out of namespace in toolkit/xre/GlobalSemaphore.h Differential Revision: https://phabricator.services.mozilla.com/D98894
148 lines
4.5 KiB
C++
148 lines
4.5 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 file,
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* You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef mozilla_dom_gamepad_Gamepad_h
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#define mozilla_dom_gamepad_Gamepad_h
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#include "mozilla/dom/GamepadBinding.h"
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#include "mozilla/dom/GamepadButton.h"
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#include "mozilla/dom/GamepadHandle.h"
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#include "mozilla/dom/GamepadPose.h"
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#include "mozilla/dom/GamepadHapticActuator.h"
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#include "mozilla/dom/GamepadLightIndicator.h"
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#include "mozilla/dom/GamepadTouch.h"
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#include "mozilla/dom/Performance.h"
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#include <stdint.h>
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#include "nsCOMPtr.h"
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#include "nsTHashMap.h"
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#include "nsString.h"
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#include "nsTArray.h"
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#include "nsWrapperCache.h"
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namespace mozilla {
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namespace dom {
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class GamepadHapticActuator;
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// Per spec:
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// https://dvcs.w3.org/hg/gamepad/raw-file/default/gamepad.html#remapping
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const int kStandardGamepadButtons = 17;
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const int kStandardGamepadAxes = 4;
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const int kButtonLeftTrigger = 6;
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const int kButtonRightTrigger = 7;
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const int kLeftStickXAxis = 0;
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const int kLeftStickYAxis = 1;
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const int kRightStickXAxis = 2;
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const int kRightStickYAxis = 3;
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class Gamepad final : public nsISupports, public nsWrapperCache {
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public:
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Gamepad(nsISupports* aParent, const nsAString& aID, int32_t aIndex,
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GamepadHandle aHandle, GamepadMappingType aMapping, GamepadHand aHand,
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uint32_t aDisplayID, uint32_t aNumButtons, uint32_t aNumAxes,
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uint32_t aNumHaptics, uint32_t aNumLightIndicator,
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uint32_t aNumTouchEvents);
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NS_DECL_CYCLE_COLLECTING_ISUPPORTS
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NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_CLASS(Gamepad)
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void SetConnected(bool aConnected);
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void SetButton(uint32_t aButton, bool aPressed, bool aTouched, double aValue);
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void SetAxis(uint32_t aAxis, double aValue);
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void SetIndex(int32_t aIndex);
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void SetPose(const GamepadPoseState& aPose);
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void SetLightIndicatorType(uint32_t aLightIndex,
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GamepadLightIndicatorType aType);
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void SetTouchEvent(uint32_t aTouchIndex, const GamepadTouchState& aTouch);
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void SetHand(GamepadHand aHand);
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// Make the state of this gamepad equivalent to other.
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void SyncState(Gamepad* aOther);
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// Return a new Gamepad containing the same data as this object,
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// parented to aParent.
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already_AddRefed<Gamepad> Clone(nsISupports* aParent);
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nsISupports* GetParentObject() const { return mParent; }
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virtual JSObject* WrapObject(JSContext* aCx,
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JS::Handle<JSObject*> aGivenProto) override;
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void GetId(nsAString& aID) const { aID = mID; }
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DOMHighResTimeStamp Timestamp() const { return mTimestamp; }
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GamepadMappingType Mapping() { return mMapping; }
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uint32_t DisplayId() const { return mDisplayId; }
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GamepadHand Hand() { return mHand; }
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bool Connected() const { return mConnected; }
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int32_t Index() const { return mIndex; }
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void GetButtons(nsTArray<RefPtr<GamepadButton>>& aButtons) const {
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aButtons = mButtons.Clone();
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}
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void GetAxes(nsTArray<double>& aAxes) const { aAxes = mAxes.Clone(); }
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GamepadPose* GetPose() const { return mPose; }
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void GetHapticActuators(
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nsTArray<RefPtr<GamepadHapticActuator>>& aHapticActuators) const {
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aHapticActuators = mHapticActuators.Clone();
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}
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void GetLightIndicators(
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nsTArray<RefPtr<GamepadLightIndicator>>& aLightIndicators) const {
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aLightIndicators = mLightIndicators.Clone();
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}
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void GetTouchEvents(nsTArray<RefPtr<GamepadTouch>>& aTouchEvents) const {
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aTouchEvents = mTouchEvents.Clone();
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}
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GamepadHandle GetHandle() const { return mHandle; }
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private:
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virtual ~Gamepad() = default;
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void UpdateTimestamp();
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protected:
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nsCOMPtr<nsISupports> mParent;
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nsString mID;
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int32_t mIndex;
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// the gamepad hash key in GamepadManager
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GamepadHandle mHandle;
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uint32_t mDisplayId;
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uint32_t mTouchIdHashValue;
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// The mapping in use.
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GamepadMappingType mMapping;
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GamepadHand mHand;
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// true if this gamepad is currently connected.
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bool mConnected;
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// Current state of buttons, axes.
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nsTArray<RefPtr<GamepadButton>> mButtons;
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nsTArray<double> mAxes;
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DOMHighResTimeStamp mTimestamp;
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RefPtr<GamepadPose> mPose;
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nsTArray<RefPtr<GamepadHapticActuator>> mHapticActuators;
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nsTArray<RefPtr<GamepadLightIndicator>> mLightIndicators;
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nsTArray<RefPtr<GamepadTouch>> mTouchEvents;
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nsTHashMap<nsUint32HashKey, uint32_t> mTouchIdHash;
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};
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} // namespace dom
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} // namespace mozilla
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#endif // mozilla_dom_gamepad_Gamepad_h
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