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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /dom/gamepad/GamepadPoseState.h | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
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Add m-esr52 at 52.6.0
Diffstat (limited to 'dom/gamepad/GamepadPoseState.h')
-rw-r--r-- | dom/gamepad/GamepadPoseState.h | 88 |
1 files changed, 88 insertions, 0 deletions
diff --git a/dom/gamepad/GamepadPoseState.h b/dom/gamepad/GamepadPoseState.h new file mode 100644 index 000000000..958b26139 --- /dev/null +++ b/dom/gamepad/GamepadPoseState.h @@ -0,0 +1,88 @@ + +#ifndef mozilla_dom_gamepad_GamepadPoseState_h_ +#define mozilla_dom_gamepad_GamepadPoseState_h_ + +namespace mozilla{ +namespace dom{ + +enum class GamepadCapabilityFlags : uint16_t { + Cap_None = 0, + /** + * Cap_Position is set if the Gamepad is capable of tracking its position. + */ + Cap_Position = 1 << 1, + /** + * Cap_Orientation is set if the Gamepad is capable of tracking its orientation. + */ + Cap_Orientation = 1 << 2, + /** + * Cap_AngularAcceleration is set if the Gamepad is capable of tracking its + * angular acceleration. + */ + Cap_AngularAcceleration = 1 << 3, + /** + * Cap_LinearAcceleration is set if the Gamepad is capable of tracking its + * linear acceleration. + */ + Cap_LinearAcceleration = 1 << 4, + /** + * Cap_All used for validity checking during IPC serialization + */ + Cap_All = (1 << 5) - 1 +}; + +MOZ_MAKE_ENUM_CLASS_BITWISE_OPERATORS(GamepadCapabilityFlags) + +struct GamepadPoseState +{ + GamepadCapabilityFlags flags; + float orientation[4]; + float position[3]; + float angularVelocity[3]; + float angularAcceleration[3]; + float linearVelocity[3]; + float linearAcceleration[3]; + + GamepadPoseState() + { + Clear(); + } + + bool operator==(const GamepadPoseState& aPose) const + { + return flags == aPose.flags + && orientation[0] == aPose.orientation[0] + && orientation[1] == aPose.orientation[1] + && orientation[2] == aPose.orientation[2] + && orientation[3] == aPose.orientation[3] + && position[0] == aPose.position[0] + && position[1] == aPose.position[1] + && position[2] == aPose.position[2] + && angularVelocity[0] == aPose.angularVelocity[0] + && angularVelocity[1] == aPose.angularVelocity[1] + && angularVelocity[2] == aPose.angularVelocity[2] + && angularAcceleration[0] == aPose.angularAcceleration[0] + && angularAcceleration[1] == aPose.angularAcceleration[1] + && angularAcceleration[2] == aPose.angularAcceleration[2] + && linearVelocity[0] == aPose.linearVelocity[0] + && linearVelocity[1] == aPose.linearVelocity[1] + && linearVelocity[2] == aPose.linearVelocity[2] + && linearAcceleration[0] == aPose.linearAcceleration[0] + && linearAcceleration[1] == aPose.linearAcceleration[1] + && linearAcceleration[2] == aPose.linearAcceleration[2]; + } + + bool operator!=(const GamepadPoseState& aPose) const + { + return !(*this == aPose); + } + + void Clear() { + memset(this, 0, sizeof(GamepadPoseState)); + } +}; + +}// namespace dom +}// namespace mozilla + +#endif // mozilla_dom_gamepad_GamepadPoseState_h_
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