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/* -*- 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_gamepad_Gamepad_h
#define mozilla_dom_gamepad_Gamepad_h
#include "mozilla/dom/GamepadBinding.h"
#include "mozilla/dom/GamepadButton.h"
#include "mozilla/dom/GamepadHandle.h"
#include "mozilla/dom/GamepadPose.h"
#include "mozilla/dom/GamepadHapticActuator.h"
#include "mozilla/dom/GamepadLightIndicator.h"
#include "mozilla/dom/GamepadTouch.h"
#include "mozilla/dom/Performance.h"
#include <stdint.h>
#include "nsCOMPtr.h"
#include "nsTHashMap.h"
#include "nsString.h"
#include "nsTArray.h"
#include "nsWrapperCache.h"
namespace mozilla::dom {
class GamepadHapticActuator;
// Per spec:
const int kStandardGamepadButtons = 17;
const int kStandardGamepadAxes = 4;
const int kButtonLeftTrigger = 6;
const int kButtonRightTrigger = 7;
const int kLeftStickXAxis = 0;
const int kLeftStickYAxis = 1;
const int kRightStickXAxis = 2;
const int kRightStickYAxis = 3;
class Gamepad final : public nsISupports, public nsWrapperCache {
public:
Gamepad(nsISupports* aParent, const nsAString& aID, int32_t aIndex,
GamepadHandle aHandle, GamepadMappingType aMapping, GamepadHand aHand,
uint32_t aDisplayID, uint32_t aNumButtons, uint32_t aNumAxes,
uint32_t aNumHaptics, uint32_t aNumLightIndicator,
uint32_t aNumTouchEvents);
NS_DECL_CYCLE_COLLECTING_ISUPPORTS
NS_DECL_CYCLE_COLLECTION_WRAPPERCACHE_CLASS(Gamepad)
void SetConnected(bool aConnected);
void SetButton(uint32_t aButton, bool aPressed, bool aTouched, double aValue);
void SetAxis(uint32_t aAxis, double aValue);
void SetIndex(int32_t aIndex);
void SetPose(const GamepadPoseState& aPose);
void SetLightIndicatorType(uint32_t aLightIndex,
GamepadLightIndicatorType aType);
void SetTouchEvent(uint32_t aTouchIndex, const GamepadTouchState& aTouch);
void SetHand(GamepadHand aHand);
// Make the state of this gamepad equivalent to other.
void SyncState(Gamepad* aOther);
// Return a new Gamepad containing the same data as this object,
// parented to aParent.
already_AddRefed<Gamepad> Clone(nsISupports* aParent);
nsISupports* GetParentObject() const { return mParent; }
virtual JSObject* WrapObject(JSContext* aCx,
JS::Handle<JSObject*> aGivenProto) override;
void GetId(nsAString& aID) const { aID = mID; }
DOMHighResTimeStamp Timestamp() const { return mTimestamp; }
GamepadMappingType Mapping() { return mMapping; }
uint32_t DisplayId() const { return mDisplayId; }
GamepadHand Hand() { return mHand; }
bool Connected() const { return mConnected; }
int32_t Index() const { return mIndex; }
void GetButtons(nsTArray<RefPtr<GamepadButton>>& aButtons) const {
aButtons = mButtons.Clone();
}
void GetAxes(nsTArray<double>& aAxes) const { aAxes = mAxes.Clone(); }
GamepadPose* GetPose() const { return mPose; }
void GetHapticActuators(
nsTArray<RefPtr<GamepadHapticActuator>>& aHapticActuators) const {
aHapticActuators = mHapticActuators.Clone();
}
void GetLightIndicators(
nsTArray<RefPtr<GamepadLightIndicator>>& aLightIndicators) const {
aLightIndicators = mLightIndicators.Clone();
}
void GetTouchEvents(nsTArray<RefPtr<GamepadTouch>>& aTouchEvents) const {
aTouchEvents = mTouchEvents.Clone();
}
GamepadHandle GetHandle() const { return mHandle; }
private:
virtual ~Gamepad() = default;
void UpdateTimestamp();
protected:
nsCOMPtr<nsISupports> mParent;
nsString mID;
int32_t mIndex;
// the gamepad hash key in GamepadManager
GamepadHandle mHandle;
uint32_t mDisplayId;
uint32_t mTouchIdHashValue;
// The mapping in use.
GamepadMappingType mMapping;
GamepadHand mHand;
// true if this gamepad is currently connected.
bool mConnected;
// Current state of buttons, axes.
nsTArray<RefPtr<GamepadButton>> mButtons;
nsTArray<double> mAxes;
DOMHighResTimeStamp mTimestamp;
RefPtr<GamepadPose> mPose;
nsTArray<RefPtr<GamepadHapticActuator>> mHapticActuators;
nsTArray<RefPtr<GamepadLightIndicator>> mLightIndicators;
nsTArray<RefPtr<GamepadTouch>> mTouchEvents;
nsTHashMap<nsUint32HashKey, uint32_t> mTouchIdHash;
};
} // namespace mozilla::dom
#endif // mozilla_dom_gamepad_Gamepad_h