#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]; bool isPositionValid; bool isOrientationValid; 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] && isPositionValid == aPose.isPositionValid && isOrientationValid == aPose.isOrientationValid; } 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_