зеркало из https://github.com/mozilla/gecko-dev.git
111 строки
4.4 KiB
C++
111 строки
4.4 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::dom {
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GamepadPose::GamepadPose(nsISupports* aParent, const GamepadPoseState& aState)
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: Pose(aParent), mPoseState(aState) {
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mozilla::HoldJSObjects(this);
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}
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GamepadPose::GamepadPose(nsISupports* aParent) : Pose(aParent) {
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mozilla::HoldJSObjects(this);
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mPoseState.Clear();
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}
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GamepadPose::~GamepadPose() { mozilla::DropJSObjects(this); }
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/* virtual */
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JSObject* GamepadPose::WrapObject(JSContext* aJSContext,
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JS::Handle<JSObject*> aGivenProto) {
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return GamepadPose_Binding::Wrap(aJSContext, this, aGivenProto);
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}
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bool GamepadPose::HasOrientation() const {
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return bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Orientation);
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}
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bool GamepadPose::HasPosition() const {
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return bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Position) ||
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bool(mPoseState.flags & GamepadCapabilityFlags::Cap_PositionEmulated);
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}
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void GamepadPose::GetPosition(JSContext* aJSContext,
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JS::MutableHandle<JSObject*> aRetval,
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ErrorResult& aRv) {
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const bool valid =
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mPoseState.isPositionValid &&
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(bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Position) ||
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bool(mPoseState.flags & GamepadCapabilityFlags::Cap_PositionEmulated));
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SetFloat32Array(aJSContext, this, aRetval, mPosition,
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valid ? mPoseState.position : nullptr, 3, aRv);
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}
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void GamepadPose::GetLinearVelocity(JSContext* aJSContext,
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JS::MutableHandle<JSObject*> aRetval,
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ErrorResult& aRv) {
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const bool valid =
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mPoseState.isPositionValid &&
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(bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Position) ||
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bool(mPoseState.flags & GamepadCapabilityFlags::Cap_PositionEmulated));
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SetFloat32Array(aJSContext, this, aRetval, mLinearVelocity,
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valid ? mPoseState.linearVelocity : nullptr, 3, aRv);
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}
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void GamepadPose::GetLinearAcceleration(JSContext* aJSContext,
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JS::MutableHandle<JSObject*> aRetval,
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ErrorResult& aRv) {
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const bool valid =
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mPoseState.isPositionValid &&
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bool(mPoseState.flags & GamepadCapabilityFlags::Cap_LinearAcceleration);
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SetFloat32Array(aJSContext, this, aRetval, mLinearAcceleration,
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valid ? mPoseState.linearAcceleration : nullptr, 3, aRv);
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}
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void GamepadPose::GetOrientation(JSContext* aJSContext,
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JS::MutableHandle<JSObject*> aRetval,
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ErrorResult& aRv) {
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const bool valid =
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mPoseState.isOrientationValid &&
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bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Orientation);
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SetFloat32Array(aJSContext, this, aRetval, mOrientation,
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valid ? mPoseState.orientation : nullptr, 4, aRv);
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}
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void GamepadPose::GetAngularVelocity(JSContext* aJSContext,
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JS::MutableHandle<JSObject*> aRetval,
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ErrorResult& aRv) {
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const bool valid =
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mPoseState.isOrientationValid &&
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bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Orientation);
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SetFloat32Array(aJSContext, this, aRetval, mAngularVelocity,
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valid ? mPoseState.angularVelocity : nullptr, 3, aRv);
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}
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void GamepadPose::GetAngularAcceleration(JSContext* aJSContext,
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JS::MutableHandle<JSObject*> aRetval,
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ErrorResult& aRv) {
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const bool valid =
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mPoseState.isOrientationValid &&
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bool(mPoseState.flags & GamepadCapabilityFlags::Cap_AngularAcceleration);
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SetFloat32Array(aJSContext, this, aRetval, mAngularAcceleration,
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valid ? mPoseState.angularAcceleration : nullptr, 3, aRv);
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}
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void GamepadPose::SetPoseState(const GamepadPoseState& aPose) {
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mPoseState = aPose;
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}
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const GamepadPoseState& GamepadPose::GetPoseState() { return mPoseState; }
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} // namespace mozilla::dom
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