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4f33b3d9da
MozReview-Commit-ID: 7nrOrKRemGY --HG-- extra : rebase_source : c5f4ffe0afec269a2c6c6c4dd459d436748bd5b7
165 lines
3.8 KiB
C++
165 lines
3.8 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/ErrorResult.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/GamepadPose.h"
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#include "mozilla/dom/GamepadHapticActuator.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 "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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// 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,
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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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uint32_t aHashKey,
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GamepadMappingType aMapping, GamepadHand aHand,
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uint32_t aDisplayID, uint32_t aNumButtons,
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uint32_t aNumAxes, uint32_t aNumHaptics);
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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,
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bool aTouched, 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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void SetPose(const GamepadPoseState& aPose);
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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
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{
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return mParent;
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}
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virtual JSObject* WrapObject(JSContext* aCx, JS::Handle<JSObject*> aGivenProto) 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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DOMHighResTimeStamp Timestamp() const
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{
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return mTimestamp;
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}
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GamepadMappingType Mapping()
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{
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return mMapping;
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}
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uint32_t DisplayId() const
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{
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return mDisplayId;
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}
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GamepadHand Hand()
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{
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return mHand;
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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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uint32_t HashKey() const
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{
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return mHashKey;
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}
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void GetButtons(nsTArray<RefPtr<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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GamepadPose* GetPose() const
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{
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return mPose;
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}
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void GetHapticActuators(nsTArray<RefPtr<GamepadHapticActuator>>& aHapticActuators) const
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{
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aHapticActuators = mHapticActuators;
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}
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private:
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virtual ~Gamepad() {}
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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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uint32_t mIndex;
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// the gamepad hash key in GamepadManager
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uint32_t mHashKey;
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uint32_t mDisplayId;
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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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};
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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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