зеркало из https://github.com/mozilla/gecko-dev.git
127 строки
3.9 KiB
C++
127 строки
3.9 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 file,
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* You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "nsWrapperCache.h"
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#include "mozilla/HoldDropJSObjects.h"
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#include "mozilla/dom/GamepadPoseBinding.h"
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#include "mozilla/dom/GamepadPose.h"
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namespace mozilla {
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namespace dom {
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GamepadPose::GamepadPose(nsISupports* aParent, const GamepadPoseState& aState)
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: Pose(aParent),
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mPoseState(aState)
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{
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mozilla::HoldJSObjects(this);
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}
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GamepadPose::GamepadPose(nsISupports* aParent)
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: Pose(aParent)
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{
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mozilla::HoldJSObjects(this);
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mPoseState.Clear();
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}
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GamepadPose::~GamepadPose()
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{
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mozilla::DropJSObjects(this);
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}
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/* virtual */ JSObject*
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GamepadPose::WrapObject(JSContext* aJSContext, JS::Handle<JSObject*> aGivenProto)
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{
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return GamepadPoseBinding::Wrap(aJSContext, this, aGivenProto);
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}
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bool
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GamepadPose::HasOrientation() const
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{
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return bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Position);
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}
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bool
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GamepadPose::HasPosition() const
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{
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return bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Orientation);
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}
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void
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GamepadPose::GetPosition(JSContext* aJSContext,
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JS::MutableHandle<JSObject*> aRetval,
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ErrorResult& aRv)
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{
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SetFloat32Array(aJSContext, aRetval, mPosition,
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mPoseState.isPositionValid ? mPoseState.position : nullptr, 3,
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bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Position), aRv);
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}
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void
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GamepadPose::GetLinearVelocity(JSContext* aJSContext,
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JS::MutableHandle<JSObject*> aRetval,
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ErrorResult& aRv)
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{
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SetFloat32Array(aJSContext, aRetval, mLinearVelocity,
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mPoseState.isPositionValid ? mPoseState.linearVelocity : nullptr, 3,
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bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Position), aRv);
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}
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void
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GamepadPose::GetLinearAcceleration(JSContext* aJSContext,
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JS::MutableHandle<JSObject*> aRetval,
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ErrorResult& aRv)
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{
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SetFloat32Array(aJSContext, aRetval, mLinearAcceleration,
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mPoseState.isPositionValid ? mPoseState.linearAcceleration : nullptr, 3,
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bool(mPoseState.flags & GamepadCapabilityFlags::Cap_LinearAcceleration), aRv);
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}
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void
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GamepadPose::GetOrientation(JSContext* aJSContext,
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JS::MutableHandle<JSObject*> aRetval,
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ErrorResult& aRv)
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{
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SetFloat32Array(aJSContext, aRetval, mOrientation,
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mPoseState.isOrientationValid ? mPoseState.orientation : nullptr, 4,
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bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Orientation), aRv);
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}
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void
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GamepadPose::GetAngularVelocity(JSContext* aJSContext,
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JS::MutableHandle<JSObject*> aRetval,
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ErrorResult& aRv)
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{
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SetFloat32Array(aJSContext, aRetval, mAngularVelocity,
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mPoseState.isOrientationValid ? mPoseState.angularVelocity : nullptr, 3,
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bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Orientation), aRv);
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}
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void
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GamepadPose::GetAngularAcceleration(JSContext* aJSContext,
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JS::MutableHandle<JSObject*> aRetval,
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ErrorResult& aRv)
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{
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SetFloat32Array(aJSContext, aRetval, mAngularAcceleration,
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mPoseState.isOrientationValid ? mPoseState.angularAcceleration : nullptr, 3,
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bool(mPoseState.flags & GamepadCapabilityFlags::Cap_AngularAcceleration), aRv);
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}
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void
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GamepadPose::SetPoseState(const GamepadPoseState& aPose)
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{
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mPoseState = aPose;
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}
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const GamepadPoseState&
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GamepadPose::GetPoseState()
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{
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return mPoseState;
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}
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} // namespace dom
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} // namespace mozilla
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