Bug 1313581 - Part 1: Support hand attribute in GamepadAPI; r=kip,lenzak800,qdot

MozReview-Commit-ID: 9n48LGaqOP2

--HG--
extra : rebase_source : b4e7a0dd831a15b1b1ea36ef1dd8d1c83e7b3fce
This commit is contained in:
Daosheng Mu 2016-11-14 17:28:48 +08:00
Родитель 390a9ca00f
Коммит 168eb8d109
4 изменённых файлов: 34 добавлений и 3 удалений

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@ -38,11 +38,13 @@ Gamepad::UpdateTimestamp()
Gamepad::Gamepad(nsISupports* aParent,
const nsAString& aID, uint32_t aIndex,
GamepadMappingType aMapping,
GamepadHand aHand,
uint32_t aNumButtons, uint32_t aNumAxes)
: mParent(aParent),
mID(aID),
mIndex(aIndex),
mMapping(aMapping),
mHand(aHand),
mConnected(true),
mButtons(aNumButtons),
mAxes(aNumAxes),
@ -122,6 +124,7 @@ Gamepad::SyncState(Gamepad* aOther)
if (Preferences::GetBool(kGamepadExtEnabledPref)) {
MOZ_ASSERT(aOther->GetPose());
mPose->SetPoseState(aOther->GetPose()->GetPoseState());
mHand = aOther->Hand();
}
UpdateTimestamp();
@ -132,7 +135,7 @@ Gamepad::Clone(nsISupports* aParent)
{
RefPtr<Gamepad> out =
new Gamepad(aParent, mID, mIndex, mMapping,
mButtons.Length(), mAxes.Length());
mHand, mButtons.Length(), mAxes.Length());
out->SyncState(this);
return out.forget();
}

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@ -41,7 +41,7 @@ class Gamepad final : public nsISupports,
public:
Gamepad(nsISupports* aParent,
const nsAString& aID, uint32_t aIndex,
GamepadMappingType aMapping,
GamepadMappingType aMapping, GamepadHand aHand,
uint32_t aNumButtons, uint32_t aNumAxes);
NS_DECL_CYCLE_COLLECTING_ISUPPORTS
NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_CLASS(Gamepad)
@ -81,6 +81,11 @@ public:
return mMapping;
}
GamepadHand Hand()
{
return mHand;
}
bool Connected() const
{
return mConnected;
@ -117,6 +122,7 @@ protected:
// The mapping in use.
GamepadMappingType mMapping;
GamepadHand mHand;
// true if this gamepad is currently connected.
bool mConnected;

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@ -16,6 +16,10 @@ struct GamepadAdded {
// But, we have dependency problems in non MOZ_GAMEPAD
// platforms. Therefore, we make it as an uint32_t here.
uint32_t mapping;
// Ideally, hand should be a GamepadHand
// But, we have dependency problems in non MOZ_GAMEPAD
// platforms. Therefore, we make it as an uint32_t here.
uint32_t hand;
GamepadServiceType service_type;
uint32_t num_buttons;
uint32_t num_axes;

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@ -1,7 +1,12 @@
/* -*- Mode: IDL; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* 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/. */
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*
* The origin of this IDL file is
* https://w3c.github.io/gamepad/
* https://w3c.github.io/gamepad/extensions.html
*/
[Pref="dom.gamepad.enabled"]
interface GamepadButton {
@ -9,6 +14,12 @@ interface GamepadButton {
readonly attribute double value;
};
enum GamepadHand {
"",
"left",
"right"
};
enum GamepadMappingType {
"",
"standard"
@ -33,6 +44,13 @@ interface Gamepad {
*/
readonly attribute GamepadMappingType mapping;
/**
* The hand in use for this device. The empty string
* indicates that unknown, both hands, or not applicable
*/
[Pref="dom.gamepad.extensions.enabled"]
readonly attribute GamepadHand hand;
/**
* true if this gamepad is currently connected to the system.
*/