gecko-dev/dom/gamepad/GamepadPose.cpp

127 строки
3.9 KiB
C++

/* -*- 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/. */
#include "nsWrapperCache.h"
#include "mozilla/HoldDropJSObjects.h"
#include "mozilla/dom/GamepadPoseBinding.h"
#include "mozilla/dom/GamepadPose.h"
namespace mozilla {
namespace dom {
GamepadPose::GamepadPose(nsISupports* aParent, const GamepadPoseState& aState)
: Pose(aParent),
mPoseState(aState)
{
mozilla::HoldJSObjects(this);
}
GamepadPose::GamepadPose(nsISupports* aParent)
: Pose(aParent)
{
mozilla::HoldJSObjects(this);
mPoseState.Clear();
}
GamepadPose::~GamepadPose()
{
mozilla::DropJSObjects(this);
}
/* virtual */ JSObject*
GamepadPose::WrapObject(JSContext* aJSContext, JS::Handle<JSObject*> aGivenProto)
{
return GamepadPose_Binding::Wrap(aJSContext, this, aGivenProto);
}
bool
GamepadPose::HasOrientation() const
{
return bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Orientation);
}
bool
GamepadPose::HasPosition() const
{
return bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Position);
}
void
GamepadPose::GetPosition(JSContext* aJSContext,
JS::MutableHandle<JSObject*> aRetval,
ErrorResult& aRv)
{
SetFloat32Array(aJSContext, aRetval, mPosition,
mPoseState.isPositionValid ? mPoseState.position : nullptr, 3,
bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Position), aRv);
}
void
GamepadPose::GetLinearVelocity(JSContext* aJSContext,
JS::MutableHandle<JSObject*> aRetval,
ErrorResult& aRv)
{
SetFloat32Array(aJSContext, aRetval, mLinearVelocity,
mPoseState.isPositionValid ? mPoseState.linearVelocity : nullptr, 3,
bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Position), aRv);
}
void
GamepadPose::GetLinearAcceleration(JSContext* aJSContext,
JS::MutableHandle<JSObject*> aRetval,
ErrorResult& aRv)
{
SetFloat32Array(aJSContext, aRetval, mLinearAcceleration,
mPoseState.isPositionValid ? mPoseState.linearAcceleration : nullptr, 3,
bool(mPoseState.flags & GamepadCapabilityFlags::Cap_LinearAcceleration), aRv);
}
void
GamepadPose::GetOrientation(JSContext* aJSContext,
JS::MutableHandle<JSObject*> aRetval,
ErrorResult& aRv)
{
SetFloat32Array(aJSContext, aRetval, mOrientation,
mPoseState.isOrientationValid ? mPoseState.orientation : nullptr, 4,
bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Orientation), aRv);
}
void
GamepadPose::GetAngularVelocity(JSContext* aJSContext,
JS::MutableHandle<JSObject*> aRetval,
ErrorResult& aRv)
{
SetFloat32Array(aJSContext, aRetval, mAngularVelocity,
mPoseState.isOrientationValid ? mPoseState.angularVelocity : nullptr, 3,
bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Orientation), aRv);
}
void
GamepadPose::GetAngularAcceleration(JSContext* aJSContext,
JS::MutableHandle<JSObject*> aRetval,
ErrorResult& aRv)
{
SetFloat32Array(aJSContext, aRetval, mAngularAcceleration,
mPoseState.isOrientationValid ? mPoseState.angularAcceleration : nullptr, 3,
bool(mPoseState.flags & GamepadCapabilityFlags::Cap_AngularAcceleration), aRv);
}
void
GamepadPose::SetPoseState(const GamepadPoseState& aPose)
{
mPoseState = aPose;
}
const GamepadPoseState&
GamepadPose::GetPoseState()
{
return mPoseState;
}
} // namespace dom
} // namespace mozilla