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+/* -*- 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_GamepadPoseState_h_
+#define mozilla_dom_gamepad_GamepadPoseState_h_
+
+namespace mozilla {
+namespace dom {
+
+enum class GamepadCapabilityFlags : uint16_t {
+ Cap_None = 0,
+ /**
+ * Cap_Position is set if the Gamepad is capable of tracking its position.
+ */
+ Cap_Position = 1 << 1,
+ /**
+ * Cap_Orientation is set if the Gamepad is capable of tracking its
+ * orientation.
+ */
+ Cap_Orientation = 1 << 2,
+ /**
+ * Cap_AngularAcceleration is set if the Gamepad is capable of tracking its
+ * angular acceleration.
+ */
+ Cap_AngularAcceleration = 1 << 3,
+ /**
+ * Cap_LinearAcceleration is set if the Gamepad is capable of tracking its
+ * linear acceleration.
+ */
+ Cap_LinearAcceleration = 1 << 4,
+ /**
+ * Cap_GripSpacePosition is set if the Gamepad has a grip space position.
+ */
+ Cap_GripSpacePosition = 1 << 5,
+ /**
+ * Cap_PositionEmulated is set if the VRDisplay is capable of setting a
+ * emulated position (e.g. neck model) even if still doesn't support 6DOF
+ * tracking.
+ */
+ Cap_PositionEmulated = 1 << 6,
+ /**
+ * Cap_All used for validity checking during IPC serialization
+ */
+ Cap_All = (1 << 7) - 1
+};
+
+MOZ_MAKE_ENUM_CLASS_BITWISE_OPERATORS(GamepadCapabilityFlags)
+
+struct GamepadPoseState {
+ GamepadCapabilityFlags flags;
+ float orientation[4];
+ float position[3];
+ float angularVelocity[3];
+ float angularAcceleration[3];
+ float linearVelocity[3];
+ float linearAcceleration[3];
+ bool isPositionValid;
+ bool isOrientationValid;
+
+ GamepadPoseState()
+ : flags(GamepadCapabilityFlags::Cap_None),
+ orientation{0, 0, 0, 0},
+ position{0, 0, 0},
+ angularVelocity{0, 0, 0},
+ angularAcceleration{0, 0, 0},
+ linearVelocity{0, 0, 0},
+ linearAcceleration{0, 0, 0},
+ isPositionValid(false),
+ isOrientationValid(false) {}
+
+ bool operator==(const GamepadPoseState& aPose) const {
+ return flags == aPose.flags && orientation[0] == aPose.orientation[0] &&
+ orientation[1] == aPose.orientation[1] &&
+ orientation[2] == aPose.orientation[2] &&
+ orientation[3] == aPose.orientation[3] &&
+ position[0] == aPose.position[0] &&
+ position[1] == aPose.position[1] &&
+ position[2] == aPose.position[2] &&
+ angularVelocity[0] == aPose.angularVelocity[0] &&
+ angularVelocity[1] == aPose.angularVelocity[1] &&
+ angularVelocity[2] == aPose.angularVelocity[2] &&
+ angularAcceleration[0] == aPose.angularAcceleration[0] &&
+ angularAcceleration[1] == aPose.angularAcceleration[1] &&
+ angularAcceleration[2] == aPose.angularAcceleration[2] &&
+ linearVelocity[0] == aPose.linearVelocity[0] &&
+ linearVelocity[1] == aPose.linearVelocity[1] &&
+ linearVelocity[2] == aPose.linearVelocity[2] &&
+ linearAcceleration[0] == aPose.linearAcceleration[0] &&
+ linearAcceleration[1] == aPose.linearAcceleration[1] &&
+ linearAcceleration[2] == aPose.linearAcceleration[2] &&
+ isPositionValid == aPose.isPositionValid &&
+ isOrientationValid == aPose.isOrientationValid;
+ }
+
+ bool operator!=(const GamepadPoseState& aPose) const {
+ return !(*this == aPose);
+ }
+
+ void Clear() {
+ memset(&flags, 0,
+ reinterpret_cast<char*>(&isOrientationValid) +
+ sizeof(isOrientationValid) - reinterpret_cast<char*>(&flags));
+ }
+};
+
+} // namespace dom
+} // namespace mozilla
+
+#endif // mozilla_dom_gamepad_GamepadPoseState_h_