gecko-dev/dom/gamepad/Gamepad.h

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3.7 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/. */
#ifndef mozilla_dom_gamepad_Gamepad_h
#define mozilla_dom_gamepad_Gamepad_h
#include "mozilla/ErrorResult.h"
#include "mozilla/dom/GamepadBinding.h"
#include "mozilla/dom/GamepadButton.h"
#include "mozilla/dom/GamepadPose.h"
#include "mozilla/dom/GamepadHapticActuator.h"
#include "mozilla/dom/Performance.h"
#include <stdint.h>
#include "nsCOMPtr.h"
#include "nsString.h"
#include "nsTArray.h"
#include "nsWrapperCache.h"
namespace mozilla {
namespace dom {
// Per spec:
// https://dvcs.w3.org/hg/gamepad/raw-file/default/gamepad.html#remapping
const int kStandardGamepadButtons = 17;
const int kStandardGamepadAxes = 4;
const int kButtonLeftTrigger = 6;
const int kButtonRightTrigger = 7;
const int kLeftStickXAxis = 0;
const int kLeftStickYAxis = 1;
const int kRightStickXAxis = 2;
const int kRightStickYAxis = 3;
class Gamepad final : public nsISupports,
public nsWrapperCache
{
public:
Gamepad(nsISupports* aParent,
const nsAString& aID, uint32_t aIndex,
uint32_t aHashKey,
GamepadMappingType aMapping, GamepadHand aHand,
uint32_t aNumButtons, uint32_t aNumAxes,
uint32_t aNumHaptics);
NS_DECL_CYCLE_COLLECTING_ISUPPORTS
NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_CLASS(Gamepad)
void SetConnected(bool aConnected);
void SetButton(uint32_t aButton, bool aPressed,
bool aTouched, double aValue);
void SetAxis(uint32_t aAxis, double aValue);
void SetIndex(uint32_t aIndex);
void SetPose(const GamepadPoseState& aPose);
void SetHand(GamepadHand aHand);
// Make the state of this gamepad equivalent to other.
void SyncState(Gamepad* aOther);
// Return a new Gamepad containing the same data as this object,
// parented to aParent.
already_AddRefed<Gamepad> Clone(nsISupports* aParent);
nsISupports* GetParentObject() const
{
return mParent;
}
virtual JSObject* WrapObject(JSContext* aCx, JS::Handle<JSObject*> aGivenProto) override;
void GetId(nsAString& aID) const
{
aID = mID;
}
DOMHighResTimeStamp Timestamp() const
{
return mTimestamp;
}
GamepadMappingType Mapping()
{
return mMapping;
}
GamepadHand Hand()
{
return mHand;
}
bool Connected() const
{
return mConnected;
}
uint32_t Index() const
{
return mIndex;
}
uint32_t HashKey() const
{
return mHashKey;
}
void GetButtons(nsTArray<RefPtr<GamepadButton>>& aButtons) const
{
aButtons = mButtons;
}
void GetAxes(nsTArray<double>& aAxes) const
{
aAxes = mAxes;
}
GamepadPose* GetPose() const
{
return mPose;
}
void GetHapticActuators(nsTArray<RefPtr<GamepadHapticActuator>>& aHapticActuators) const
{
aHapticActuators = mHapticActuators;
}
private:
virtual ~Gamepad() {}
void UpdateTimestamp();
protected:
nsCOMPtr<nsISupports> mParent;
nsString mID;
uint32_t mIndex;
// the gamepad hash key in GamepadManager
uint32_t mHashKey;
// The mapping in use.
GamepadMappingType mMapping;
GamepadHand mHand;
// true if this gamepad is currently connected.
bool mConnected;
// Current state of buttons, axes.
nsTArray<RefPtr<GamepadButton>> mButtons;
nsTArray<double> mAxes;
DOMHighResTimeStamp mTimestamp;
RefPtr<GamepadPose> mPose;
nsTArray<RefPtr<GamepadHapticActuator>> mHapticActuators;
};
} // namespace dom
} // namespace mozilla
#endif // mozilla_dom_gamepad_Gamepad_h