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113 lines
2.5 KiB
C++
113 lines
2.5 KiB
C++
/* 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/ErrorResult.h"
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#include "mozilla/dom/GamepadButton.h"
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#include <stdint.h>
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#include "nsCOMPtr.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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enum GamepadMappingType
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{
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NoMapping = 0,
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StandardMapping = 1
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};
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class Gamepad : public nsISupports,
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public nsWrapperCache
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{
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public:
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Gamepad(nsISupports* aParent,
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const nsAString& aID, uint32_t aIndex,
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GamepadMappingType aMapping,
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uint32_t aNumButtons, uint32_t aNumAxes);
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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, double aValue);
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void SetAxis(uint32_t aAxis, double aValue);
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void SetIndex(uint32_t aIndex);
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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
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{
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return mParent;
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}
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virtual JSObject* WrapObject(JSContext* aCx,
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JS::Handle<JSObject*> aScope) MOZ_OVERRIDE;
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void GetId(nsAString& aID) const
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{
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aID = mID;
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}
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void GetMapping(nsAString& aMapping) const
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{
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if (mMapping == StandardMapping) {
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aMapping = NS_LITERAL_STRING("standard");
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} else {
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aMapping = NS_LITERAL_STRING("");
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}
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}
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bool Connected() const
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{
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return mConnected;
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}
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uint32_t Index() const
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{
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return mIndex;
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}
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void GetButtons(nsTArray<nsRefPtr<GamepadButton>>& aButtons) const
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{
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aButtons = mButtons;
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}
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void GetAxes(nsTArray<double>& aAxes) const
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{
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aAxes = mAxes;
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}
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private:
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virtual ~Gamepad() {}
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protected:
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nsCOMPtr<nsISupports> mParent;
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nsString mID;
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uint32_t mIndex;
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// The mapping in use.
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GamepadMappingType mMapping;
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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<nsRefPtr<GamepadButton>> mButtons;
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nsTArray<double> mAxes;
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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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