зеркало из https://github.com/mozilla/gecko-dev.git
109 строки
3.5 KiB
C++
109 строки
3.5 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef mozilla_dom_gamepad_GamepadPoseState_h_
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#define mozilla_dom_gamepad_GamepadPoseState_h_
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namespace mozilla{
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namespace dom{
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enum class GamepadCapabilityFlags : uint16_t {
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Cap_None = 0,
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/**
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* Cap_Position is set if the Gamepad is capable of tracking its position.
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*/
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Cap_Position = 1 << 1,
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/**
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* Cap_Orientation is set if the Gamepad is capable of tracking its orientation.
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*/
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Cap_Orientation = 1 << 2,
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/**
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* Cap_AngularAcceleration is set if the Gamepad is capable of tracking its
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* angular acceleration.
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*/
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Cap_AngularAcceleration = 1 << 3,
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/**
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* Cap_LinearAcceleration is set if the Gamepad is capable of tracking its
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* linear acceleration.
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*/
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Cap_LinearAcceleration = 1 << 4,
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/**
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* Cap_All used for validity checking during IPC serialization
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*/
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Cap_All = (1 << 5) - 1
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};
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MOZ_MAKE_ENUM_CLASS_BITWISE_OPERATORS(GamepadCapabilityFlags)
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struct GamepadPoseState
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{
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GamepadCapabilityFlags flags;
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float orientation[4];
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float position[3];
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float angularVelocity[3];
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float angularAcceleration[3];
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float linearVelocity[3];
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float linearAcceleration[3];
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bool isPositionValid;
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bool isOrientationValid;
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GamepadPoseState()
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: flags(GamepadCapabilityFlags::Cap_None)
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, orientation{ 0, 0, 0, 0 }
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, position{ 0, 0, 0}
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, angularVelocity{ 0, 0, 0}
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, angularAcceleration{ 0, 0, 0}
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, linearVelocity{ 0, 0, 0}
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, linearAcceleration{ 0, 0, 0}
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, isPositionValid(false)
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, isOrientationValid(false)
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{
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}
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bool operator==(const GamepadPoseState& aPose) const
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{
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return flags == aPose.flags
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&& orientation[0] == aPose.orientation[0]
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&& orientation[1] == aPose.orientation[1]
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&& orientation[2] == aPose.orientation[2]
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&& orientation[3] == aPose.orientation[3]
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&& position[0] == aPose.position[0]
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&& position[1] == aPose.position[1]
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&& position[2] == aPose.position[2]
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&& angularVelocity[0] == aPose.angularVelocity[0]
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&& angularVelocity[1] == aPose.angularVelocity[1]
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&& angularVelocity[2] == aPose.angularVelocity[2]
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&& angularAcceleration[0] == aPose.angularAcceleration[0]
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&& angularAcceleration[1] == aPose.angularAcceleration[1]
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&& angularAcceleration[2] == aPose.angularAcceleration[2]
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&& linearVelocity[0] == aPose.linearVelocity[0]
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&& linearVelocity[1] == aPose.linearVelocity[1]
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&& linearVelocity[2] == aPose.linearVelocity[2]
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&& linearAcceleration[0] == aPose.linearAcceleration[0]
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&& linearAcceleration[1] == aPose.linearAcceleration[1]
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&& linearAcceleration[2] == aPose.linearAcceleration[2]
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&& isPositionValid == aPose.isPositionValid
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&& isOrientationValid == aPose.isOrientationValid;
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}
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bool operator!=(const GamepadPoseState& aPose) const
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{
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return !(*this == aPose);
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}
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void Clear() {
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memset(&flags,
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0,
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reinterpret_cast<char*>(&isOrientationValid) +
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sizeof(isOrientationValid) - reinterpret_cast<char*>(&flags));
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}
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};
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}// namespace dom
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}// namespace mozilla
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#endif // mozilla_dom_gamepad_GamepadPoseState_h_
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