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b173205f5e
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)
145 lines
4.4 KiB
C++
145 lines
4.4 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 "Gamepad.h"
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#include "nsPIDOMWindow.h"
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#include "nsTArray.h"
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#include "nsVariant.h"
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#include "mozilla/dom/GamepadBinding.h"
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namespace mozilla {
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namespace dom {
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NS_IMPL_CYCLE_COLLECTING_ADDREF(Gamepad)
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NS_IMPL_CYCLE_COLLECTING_RELEASE(Gamepad)
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NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION(Gamepad)
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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(Gamepad, mParent, mButtons, mPose,
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mHapticActuators)
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void Gamepad::UpdateTimestamp() {
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nsCOMPtr<nsPIDOMWindowInner> newWindow(do_QueryInterface(mParent));
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if (newWindow) {
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Performance* perf = newWindow->GetPerformance();
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if (perf) {
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mTimestamp = perf->Now();
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}
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}
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}
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Gamepad::Gamepad(nsISupports* aParent, const nsAString& aID, uint32_t aIndex,
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uint32_t aHashKey, GamepadMappingType aMapping,
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GamepadHand aHand, uint32_t aDisplayID, uint32_t aNumButtons,
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uint32_t aNumAxes, uint32_t aNumHaptics)
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: mParent(aParent),
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mID(aID),
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mIndex(aIndex),
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mHashKey(aHashKey),
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mDisplayId(aDisplayID),
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mMapping(aMapping),
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mHand(aHand),
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mConnected(true),
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mButtons(aNumButtons),
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mAxes(aNumAxes),
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mTimestamp(0) {
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for (unsigned i = 0; i < aNumButtons; i++) {
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mButtons.InsertElementAt(i, new GamepadButton(mParent));
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}
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mAxes.InsertElementsAt(0, aNumAxes, 0.0f);
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mPose = new GamepadPose(aParent);
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for (uint32_t i = 0; i < aNumHaptics; ++i) {
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mHapticActuators.AppendElement(
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new GamepadHapticActuator(mParent, mHashKey, i));
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}
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UpdateTimestamp();
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}
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void Gamepad::SetIndex(uint32_t aIndex) { mIndex = aIndex; }
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void Gamepad::SetConnected(bool aConnected) { mConnected = aConnected; }
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void Gamepad::SetButton(uint32_t aButton, bool aPressed, bool aTouched,
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double aValue) {
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MOZ_ASSERT(aButton < mButtons.Length());
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mButtons[aButton]->SetPressed(aPressed);
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mButtons[aButton]->SetTouched(aTouched);
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mButtons[aButton]->SetValue(aValue);
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UpdateTimestamp();
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}
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void Gamepad::SetAxis(uint32_t aAxis, double aValue) {
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MOZ_ASSERT(aAxis < mAxes.Length());
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if (mAxes[aAxis] != aValue) {
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mAxes[aAxis] = aValue;
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Gamepad_Binding::ClearCachedAxesValue(this);
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}
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UpdateTimestamp();
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}
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void Gamepad::SetPose(const GamepadPoseState& aPose) {
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mPose->SetPoseState(aPose);
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UpdateTimestamp();
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}
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void Gamepad::SetHand(GamepadHand aHand) { mHand = aHand; }
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void Gamepad::SyncState(Gamepad* aOther) {
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const char* kGamepadExtEnabledPref = "dom.gamepad.extensions.enabled";
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if (mButtons.Length() != aOther->mButtons.Length() ||
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mAxes.Length() != aOther->mAxes.Length()) {
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return;
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}
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mConnected = aOther->mConnected;
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for (uint32_t i = 0; i < mButtons.Length(); ++i) {
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mButtons[i]->SetPressed(aOther->mButtons[i]->Pressed());
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mButtons[i]->SetTouched(aOther->mButtons[i]->Touched());
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mButtons[i]->SetValue(aOther->mButtons[i]->Value());
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}
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bool changed = false;
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for (uint32_t i = 0; i < mAxes.Length(); ++i) {
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changed = changed || (mAxes[i] != aOther->mAxes[i]);
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mAxes[i] = aOther->mAxes[i];
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}
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if (changed) {
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Gamepad_Binding::ClearCachedAxesValue(this);
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}
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if (Preferences::GetBool(kGamepadExtEnabledPref)) {
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MOZ_ASSERT(aOther->GetPose());
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mPose->SetPoseState(aOther->GetPose()->GetPoseState());
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mHand = aOther->Hand();
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for (uint32_t i = 0; i < mHapticActuators.Length(); ++i) {
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mHapticActuators[i]->Set(aOther->mHapticActuators[i]);
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}
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}
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UpdateTimestamp();
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}
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already_AddRefed<Gamepad> Gamepad::Clone(nsISupports* aParent) {
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RefPtr<Gamepad> out =
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new Gamepad(aParent, mID, mIndex, mHashKey, mMapping, mHand, mDisplayId,
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mButtons.Length(), mAxes.Length(), mHapticActuators.Length());
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out->SyncState(this);
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return out.forget();
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}
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/* virtual */
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JSObject* Gamepad::WrapObject(JSContext* aCx,
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JS::Handle<JSObject*> aGivenProto) {
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return Gamepad_Binding::Wrap(aCx, this, aGivenProto);
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}
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} // namespace dom
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} // namespace mozilla
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