diff options
author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 01:47:29 +0000 |
---|---|---|
committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 01:47:29 +0000 |
commit | 0ebf5bdf043a27fd3dfb7f92e0cb63d88954c44d (patch) | |
tree | a31f07c9bcca9d56ce61e9a1ffd30ef350d513aa /dom/gamepad/GamepadPose.cpp | |
parent | Initial commit. (diff) | |
download | firefox-esr-0ebf5bdf043a27fd3dfb7f92e0cb63d88954c44d.tar.xz firefox-esr-0ebf5bdf043a27fd3dfb7f92e0cb63d88954c44d.zip |
Adding upstream version 115.8.0esr.upstream/115.8.0esr
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/gamepad/GamepadPose.cpp')
-rw-r--r-- | dom/gamepad/GamepadPose.cpp | 110 |
1 files changed, 110 insertions, 0 deletions
diff --git a/dom/gamepad/GamepadPose.cpp b/dom/gamepad/GamepadPose.cpp new file mode 100644 index 0000000000..e2a5d09efc --- /dev/null +++ b/dom/gamepad/GamepadPose.cpp @@ -0,0 +1,110 @@ +/* -*- 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/. */ + +#include "nsWrapperCache.h" + +#include "mozilla/HoldDropJSObjects.h" +#include "mozilla/dom/GamepadPoseBinding.h" +#include "mozilla/dom/GamepadPose.h" + +namespace mozilla::dom { + +GamepadPose::GamepadPose(nsISupports* aParent, const GamepadPoseState& aState) + : Pose(aParent), mPoseState(aState) { + mozilla::HoldJSObjects(this); +} + +GamepadPose::GamepadPose(nsISupports* aParent) : Pose(aParent) { + mozilla::HoldJSObjects(this); + mPoseState.Clear(); +} + +GamepadPose::~GamepadPose() { mozilla::DropJSObjects(this); } + +/* virtual */ +JSObject* GamepadPose::WrapObject(JSContext* aJSContext, + JS::Handle<JSObject*> aGivenProto) { + return GamepadPose_Binding::Wrap(aJSContext, this, aGivenProto); +} + +bool GamepadPose::HasOrientation() const { + return bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Orientation); +} + +bool GamepadPose::HasPosition() const { + return bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Position) || + bool(mPoseState.flags & GamepadCapabilityFlags::Cap_PositionEmulated); +} + +void GamepadPose::GetPosition(JSContext* aJSContext, + JS::MutableHandle<JSObject*> aRetval, + ErrorResult& aRv) { + const bool valid = + mPoseState.isPositionValid && + (bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Position) || + bool(mPoseState.flags & GamepadCapabilityFlags::Cap_PositionEmulated)); + SetFloat32Array(aJSContext, this, aRetval, mPosition, + valid ? mPoseState.position : nullptr, 3, aRv); +} + +void GamepadPose::GetLinearVelocity(JSContext* aJSContext, + JS::MutableHandle<JSObject*> aRetval, + ErrorResult& aRv) { + const bool valid = + mPoseState.isPositionValid && + (bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Position) || + bool(mPoseState.flags & GamepadCapabilityFlags::Cap_PositionEmulated)); + SetFloat32Array(aJSContext, this, aRetval, mLinearVelocity, + valid ? mPoseState.linearVelocity : nullptr, 3, aRv); +} + +void GamepadPose::GetLinearAcceleration(JSContext* aJSContext, + JS::MutableHandle<JSObject*> aRetval, + ErrorResult& aRv) { + const bool valid = + mPoseState.isPositionValid && + bool(mPoseState.flags & GamepadCapabilityFlags::Cap_LinearAcceleration); + SetFloat32Array(aJSContext, this, aRetval, mLinearAcceleration, + valid ? mPoseState.linearAcceleration : nullptr, 3, aRv); +} + +void GamepadPose::GetOrientation(JSContext* aJSContext, + JS::MutableHandle<JSObject*> aRetval, + ErrorResult& aRv) { + const bool valid = + mPoseState.isOrientationValid && + bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Orientation); + SetFloat32Array(aJSContext, this, aRetval, mOrientation, + valid ? mPoseState.orientation : nullptr, 4, aRv); +} + +void GamepadPose::GetAngularVelocity(JSContext* aJSContext, + JS::MutableHandle<JSObject*> aRetval, + ErrorResult& aRv) { + const bool valid = + mPoseState.isOrientationValid && + bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Orientation); + SetFloat32Array(aJSContext, this, aRetval, mAngularVelocity, + valid ? mPoseState.angularVelocity : nullptr, 3, aRv); +} + +void GamepadPose::GetAngularAcceleration(JSContext* aJSContext, + JS::MutableHandle<JSObject*> aRetval, + ErrorResult& aRv) { + const bool valid = + mPoseState.isOrientationValid && + bool(mPoseState.flags & GamepadCapabilityFlags::Cap_AngularAcceleration); + SetFloat32Array(aJSContext, this, aRetval, mAngularAcceleration, + valid ? mPoseState.angularAcceleration : nullptr, 3, aRv); +} + +void GamepadPose::SetPoseState(const GamepadPoseState& aPose) { + mPoseState = aPose; +} + +const GamepadPoseState& GamepadPose::GetPoseState() { return mPoseState; } + +} // namespace mozilla::dom |