gecko-dev/dom/gamepad/Gamepad.cpp
Daniel Varga b173205f5e Backed out 5 changesets (bug 1523351) for build bustage at builds/worker/workspace/build/src/dom/gamepad/GamepadRemapping.cpp on a CLOSED TREE
Backed out changeset 723d0a919d71 (bug 1523351)
Backed out changeset 13dcba81ff07 (bug 1523351)
Backed out changeset 6209717410be (bug 1523351)
Backed out changeset 80b34e6ce876 (bug 1523351)
Backed out changeset 7bdb7982c3af (bug 1523351)
2019-05-30 01:10:11 +03:00

145 lines
4.4 KiB
C++

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* 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/. */
#include "Gamepad.h"
#include "nsPIDOMWindow.h"
#include "nsTArray.h"
#include "nsVariant.h"
#include "mozilla/dom/GamepadBinding.h"
namespace mozilla {
namespace dom {
NS_IMPL_CYCLE_COLLECTING_ADDREF(Gamepad)
NS_IMPL_CYCLE_COLLECTING_RELEASE(Gamepad)
NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION(Gamepad)
NS_WRAPPERCACHE_INTERFACE_MAP_ENTRY
NS_INTERFACE_MAP_ENTRY(nsISupports)
NS_INTERFACE_MAP_END
NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(Gamepad, mParent, mButtons, mPose,
mHapticActuators)
void Gamepad::UpdateTimestamp() {
nsCOMPtr<nsPIDOMWindowInner> newWindow(do_QueryInterface(mParent));
if (newWindow) {
Performance* perf = newWindow->GetPerformance();
if (perf) {
mTimestamp = perf->Now();
}
}
}
Gamepad::Gamepad(nsISupports* aParent, const nsAString& aID, uint32_t aIndex,
uint32_t aHashKey, GamepadMappingType aMapping,
GamepadHand aHand, uint32_t aDisplayID, uint32_t aNumButtons,
uint32_t aNumAxes, uint32_t aNumHaptics)
: mParent(aParent),
mID(aID),
mIndex(aIndex),
mHashKey(aHashKey),
mDisplayId(aDisplayID),
mMapping(aMapping),
mHand(aHand),
mConnected(true),
mButtons(aNumButtons),
mAxes(aNumAxes),
mTimestamp(0) {
for (unsigned i = 0; i < aNumButtons; i++) {
mButtons.InsertElementAt(i, new GamepadButton(mParent));
}
mAxes.InsertElementsAt(0, aNumAxes, 0.0f);
mPose = new GamepadPose(aParent);
for (uint32_t i = 0; i < aNumHaptics; ++i) {
mHapticActuators.AppendElement(
new GamepadHapticActuator(mParent, mHashKey, i));
}
UpdateTimestamp();
}
void Gamepad::SetIndex(uint32_t aIndex) { mIndex = aIndex; }
void Gamepad::SetConnected(bool aConnected) { mConnected = aConnected; }
void Gamepad::SetButton(uint32_t aButton, bool aPressed, bool aTouched,
double aValue) {
MOZ_ASSERT(aButton < mButtons.Length());
mButtons[aButton]->SetPressed(aPressed);
mButtons[aButton]->SetTouched(aTouched);
mButtons[aButton]->SetValue(aValue);
UpdateTimestamp();
}
void Gamepad::SetAxis(uint32_t aAxis, double aValue) {
MOZ_ASSERT(aAxis < mAxes.Length());
if (mAxes[aAxis] != aValue) {
mAxes[aAxis] = aValue;
Gamepad_Binding::ClearCachedAxesValue(this);
}
UpdateTimestamp();
}
void Gamepad::SetPose(const GamepadPoseState& aPose) {
mPose->SetPoseState(aPose);
UpdateTimestamp();
}
void Gamepad::SetHand(GamepadHand aHand) { mHand = aHand; }
void Gamepad::SyncState(Gamepad* aOther) {
const char* kGamepadExtEnabledPref = "dom.gamepad.extensions.enabled";
if (mButtons.Length() != aOther->mButtons.Length() ||
mAxes.Length() != aOther->mAxes.Length()) {
return;
}
mConnected = aOther->mConnected;
for (uint32_t i = 0; i < mButtons.Length(); ++i) {
mButtons[i]->SetPressed(aOther->mButtons[i]->Pressed());
mButtons[i]->SetTouched(aOther->mButtons[i]->Touched());
mButtons[i]->SetValue(aOther->mButtons[i]->Value());
}
bool changed = false;
for (uint32_t i = 0; i < mAxes.Length(); ++i) {
changed = changed || (mAxes[i] != aOther->mAxes[i]);
mAxes[i] = aOther->mAxes[i];
}
if (changed) {
Gamepad_Binding::ClearCachedAxesValue(this);
}
if (Preferences::GetBool(kGamepadExtEnabledPref)) {
MOZ_ASSERT(aOther->GetPose());
mPose->SetPoseState(aOther->GetPose()->GetPoseState());
mHand = aOther->Hand();
for (uint32_t i = 0; i < mHapticActuators.Length(); ++i) {
mHapticActuators[i]->Set(aOther->mHapticActuators[i]);
}
}
UpdateTimestamp();
}
already_AddRefed<Gamepad> Gamepad::Clone(nsISupports* aParent) {
RefPtr<Gamepad> out =
new Gamepad(aParent, mID, mIndex, mHashKey, mMapping, mHand, mDisplayId,
mButtons.Length(), mAxes.Length(), mHapticActuators.Length());
out->SyncState(this);
return out.forget();
}
/* virtual */
JSObject* Gamepad::WrapObject(JSContext* aCx,
JS::Handle<JSObject*> aGivenProto) {
return Gamepad_Binding::Wrap(aCx, this, aGivenProto);
}
} // namespace dom
} // namespace mozilla