gecko-dev/dom/gamepad/GamepadMonitoring.h
Chris Martin 886c2c65a8 Bug 1657404 - Implement a strongly-typed, service-dependent gamepad handle r=handyman,aklotz
Currently, the gamepad code uses a uint32_t as a handle and does some trickery
with it by trying to create a unique ID and adding an offset to it for VR code.

This can (and has) led to errors where the developer forgets to perform the
arithmetic and sends the wrong number to the wrong manager.

This change created a strongly-typed handle that remembers which service it
belongs to. This should eliminate such accidents.

Differential Revision: https://phabricator.services.mozilla.com/D96273
2020-12-02 23:06:05 +00:00

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1.1 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/. */
#ifndef mozilla_dom_GamepadMonitoring_h_
#define mozilla_dom_GamepadMonitoring_h_
#include "mozilla/dom/GamepadHandle.h"
namespace mozilla {
namespace dom {
// These two functions are implemented in the platform specific service files
// (linux/LinuxGamepad.cpp, cocoa/CocoaGamepad.cpp, etc)
void StartGamepadMonitoring();
void StopGamepadMonitoring();
void SetGamepadLightIndicatorColor(const Tainted<GamepadHandle>& aGamepadHandle,
const Tainted<uint32_t>& aLightColorIndex,
const Tainted<uint8_t>& aRed,
const Tainted<uint8_t>& aGreen,
const Tainted<uint8_t>& aBlue);
} // namespace dom
} // namespace mozilla
#endif