/* -*- 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/ErrorResult.h" #include "mozilla/dom/GamepadBinding.h" #include "mozilla/dom/GamepadButton.h" #include "mozilla/dom/GamepadPose.h" #include "mozilla/dom/Performance.h" #include <stdint.h> #include "nsCOMPtr.h" #include "nsString.h" #include "nsTArray.h" #include "nsWrapperCache.h" namespace mozilla { namespace dom { // Per spec: // https://dvcs.w3.org/hg/gamepad/raw-file/default/gamepad.html#remapping 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, uint32_t aIndex, GamepadMappingType aMapping, uint32_t aNumButtons, uint32_t aNumAxes); NS_DECL_CYCLE_COLLECTING_ISUPPORTS NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_CLASS(Gamepad) void SetConnected(bool aConnected); void SetButton(uint32_t aButton, bool aPressed, double aValue); void SetAxis(uint32_t aAxis, double aValue); void SetIndex(uint32_t aIndex); void SetPose(const GamepadPoseState& aPose); // 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; } bool Connected() const { return mConnected; } uint32_t Index() const { return mIndex; } void GetButtons(nsTArray<RefPtr<GamepadButton>>& aButtons) const { aButtons = mButtons; } void GetAxes(nsTArray<double>& aAxes) const { aAxes = mAxes; } GamepadPose* GetPose() const { return mPose; } private: virtual ~Gamepad() {} void UpdateTimestamp(); protected: nsCOMPtr<nsISupports> mParent; nsString mID; uint32_t mIndex; // The mapping in use. GamepadMappingType mMapping; // 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; }; } // namespace dom } // namespace mozilla #endif // mozilla_dom_gamepad_Gamepad_h