/* 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/. */ #include "Gamepad.h" #include "nsAutoPtr.h" #include "nsTArray.h" #include "nsContentUtils.h" #include "nsVariant.h" #include "mozilla/dom/GamepadBinding.h" namespace mozilla { namespace dom { NS_IMPL_CYCLE_COLLECTING_ADDREF(Gamepad) NS_IMPL_CYCLE_COLLECTING_RELEASE(Gamepad) NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION(Gamepad) NS_WRAPPERCACHE_INTERFACE_MAP_ENTRY NS_INTERFACE_MAP_ENTRY(nsISupports) NS_INTERFACE_MAP_ENTRY(nsIDOMGamepad) NS_INTERFACE_MAP_END NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE_1(Gamepad, mParent) Gamepad::Gamepad(nsISupports* aParent, const nsAString& aID, uint32_t aIndex, GamepadMappingType aMapping, uint32_t aNumButtons, uint32_t aNumAxes) : mParent(aParent), mID(aID), mIndex(aIndex), mMapping(aMapping), mConnected(true) { SetIsDOMBinding(); mButtons.InsertElementsAt(0, aNumButtons); mAxes.InsertElementsAt(0, aNumAxes, 0.0f); } void Gamepad::SetIndex(uint32_t aIndex) { mIndex = aIndex; } void Gamepad::SetConnected(bool aConnected) { mConnected = aConnected; } void Gamepad::SetButton(uint32_t aButton, bool aPressed, double aValue) { MOZ_ASSERT(aButton < mButtons.Length()); mButtons[aButton].pressed = aPressed; mButtons[aButton].value = aValue; } void Gamepad::SetAxis(uint32_t aAxis, double aValue) { MOZ_ASSERT(aAxis < mAxes.Length()); mAxes[aAxis] = aValue; } nsresult Gamepad::GetButtons(nsIVariant** aButtons) { nsRefPtr out = new nsVariant(); NS_ENSURE_STATE(out); if (mButtons.Length() == 0) { nsresult rv = out->SetAsEmptyArray(); NS_ENSURE_SUCCESS(rv, rv); } else { // Note: The resulting nsIVariant dupes both the array and its elements. double* array = reinterpret_cast (NS_Alloc(mButtons.Length() * sizeof(double))); NS_ENSURE_TRUE(array, NS_ERROR_OUT_OF_MEMORY); for (uint32_t i = 0; i < mButtons.Length(); ++i) { array[i] = mButtons[i].value; } nsresult rv = out->SetAsArray(nsIDataType::VTYPE_DOUBLE, nullptr, mButtons.Length(), reinterpret_cast(array)); NS_Free(array); NS_ENSURE_SUCCESS(rv, rv); } *aButtons = out.forget().get(); return NS_OK; } nsresult Gamepad::GetAxes(nsIVariant** aAxes) { nsRefPtr out = new nsVariant(); NS_ENSURE_STATE(out); if (mAxes.Length() == 0) { nsresult rv = out->SetAsEmptyArray(); NS_ENSURE_SUCCESS(rv, rv); } else { // Note: The resulting nsIVariant dupes both the array and its elements. double* array = reinterpret_cast (NS_Alloc(mAxes.Length() * sizeof(double))); NS_ENSURE_TRUE(array, NS_ERROR_OUT_OF_MEMORY); for (uint32_t i = 0; i < mAxes.Length(); ++i) { array[i] = mAxes[i]; } nsresult rv = out->SetAsArray(nsIDataType::VTYPE_DOUBLE, nullptr, mAxes.Length(), reinterpret_cast(array)); NS_Free(array); NS_ENSURE_SUCCESS(rv, rv); } *aAxes = out.forget().get(); return NS_OK; } void Gamepad::SyncState(Gamepad* aOther) { if (mButtons.Length() != aOther->mButtons.Length() || mAxes.Length() != aOther->mAxes.Length()) { return; } mConnected = aOther->mConnected; for (uint32_t i = 0; i < mButtons.Length(); ++i) { mButtons[i] = aOther->mButtons[i]; } for (uint32_t i = 0; i < mAxes.Length(); ++i) { mAxes[i] = aOther->mAxes[i]; } } already_AddRefed Gamepad::Clone(nsISupports* aParent) { nsRefPtr out = new Gamepad(aParent, mID, mIndex, mMapping, mButtons.Length(), mAxes.Length()); out->SyncState(this); return out.forget(); } /* virtual */ JSObject* Gamepad::WrapObject(JSContext* aCx, JS::Handle aScope) { return GamepadBinding::Wrap(aCx, aScope, this); } } // namespace dom } // namespace mozilla