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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-19 00:47:55 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-19 00:47:55 +0000
commit26a029d407be480d791972afb5975cf62c9360a6 (patch)
treef435a8308119effd964b339f76abb83a57c29483 /dom/gamepad/Gamepad.cpp
parentInitial commit. (diff)
downloadfirefox-26a029d407be480d791972afb5975cf62c9360a6.tar.xz
firefox-26a029d407be480d791972afb5975cf62c9360a6.zip
Adding upstream version 124.0.1.upstream/124.0.1
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/gamepad/Gamepad.cpp')
-rw-r--r--dom/gamepad/Gamepad.cpp188
1 files changed, 188 insertions, 0 deletions
diff --git a/dom/gamepad/Gamepad.cpp b/dom/gamepad/Gamepad.cpp
new file mode 100644
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--- /dev/null
+++ b/dom/gamepad/Gamepad.cpp
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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/. */
+
+#include "Gamepad.h"
+#include "nsPIDOMWindow.h"
+#include "nsTArray.h"
+#include "nsVariant.h"
+#include "mozilla/StaticPrefs_dom.h"
+#include "mozilla/dom/GamepadBinding.h"
+
+namespace mozilla::dom {
+
+NS_IMPL_CYCLE_COLLECTING_ADDREF(Gamepad)
+NS_IMPL_CYCLE_COLLECTING_RELEASE(Gamepad)
+
+NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION(Gamepad)
+ NS_WRAPPERCACHE_INTERFACE_MAP_ENTRY
+ NS_INTERFACE_MAP_ENTRY(nsISupports)
+NS_INTERFACE_MAP_END
+
+NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(Gamepad, mParent, mButtons, mPose,
+ mHapticActuators, mLightIndicators,
+ mTouchEvents)
+
+void Gamepad::UpdateTimestamp() {
+ nsCOMPtr<nsPIDOMWindowInner> newWindow(do_QueryInterface(mParent));
+ if (newWindow) {
+ Performance* perf = newWindow->GetPerformance();
+ if (perf) {
+ mTimestamp = perf->Now();
+ }
+ }
+}
+
+Gamepad::Gamepad(nsISupports* aParent, const nsAString& aID, int32_t aIndex,
+ GamepadHandle aHandle, GamepadMappingType aMapping,
+ GamepadHand aHand, uint32_t aDisplayID, uint32_t aNumButtons,
+ uint32_t aNumAxes, uint32_t aNumHaptics,
+ uint32_t aNumLightIndicator, uint32_t aNumTouchEvents)
+ : mParent(aParent),
+ mID(aID),
+ mIndex(aIndex),
+ mHandle(aHandle),
+ mDisplayId(aDisplayID),
+ mTouchIdHashValue(0),
+ mMapping(aMapping),
+ mHand(aHand),
+ mConnected(true),
+ mButtons(aNumButtons),
+ mAxes(aNumAxes),
+ mTimestamp(0) {
+ for (unsigned i = 0; i < aNumButtons; i++) {
+ mButtons.InsertElementAt(i, new GamepadButton(mParent));
+ }
+ mAxes.InsertElementsAt(0, aNumAxes, 0.0f);
+ mPose = new GamepadPose(aParent);
+ for (uint32_t i = 0; i < aNumHaptics; ++i) {
+ mHapticActuators.AppendElement(
+ new GamepadHapticActuator(mParent, mHandle, i));
+ }
+ for (uint32_t i = 0; i < aNumLightIndicator; ++i) {
+ mLightIndicators.AppendElement(
+ new GamepadLightIndicator(mParent, mHandle, i));
+ }
+ for (uint32_t i = 0; i < aNumTouchEvents; ++i) {
+ mTouchEvents.AppendElement(new GamepadTouch(mParent));
+ }
+
+ // Mapping touchId(0) to touchIdHash(0) by default.
+ mTouchIdHash.InsertOrUpdate(0, mTouchIdHashValue);
+ ++mTouchIdHashValue;
+ UpdateTimestamp();
+}
+
+void Gamepad::SetIndex(int32_t aIndex) { mIndex = aIndex; }
+
+void Gamepad::SetConnected(bool aConnected) { mConnected = aConnected; }
+
+void Gamepad::SetButton(uint32_t aButton, bool aPressed, bool aTouched,
+ double aValue) {
+ MOZ_ASSERT(aButton < mButtons.Length());
+ mButtons[aButton]->SetPressed(aPressed);
+ mButtons[aButton]->SetTouched(aTouched);
+ mButtons[aButton]->SetValue(aValue);
+ UpdateTimestamp();
+}
+
+void Gamepad::SetAxis(uint32_t aAxis, double aValue) {
+ MOZ_ASSERT(aAxis < mAxes.Length());
+ if (mAxes[aAxis] != aValue) {
+ mAxes[aAxis] = aValue;
+ Gamepad_Binding::ClearCachedAxesValue(this);
+ }
+ UpdateTimestamp();
+}
+
+void Gamepad::SetPose(const GamepadPoseState& aPose) {
+ mPose->SetPoseState(aPose);
+ UpdateTimestamp();
+}
+
+void Gamepad::SetLightIndicatorType(uint32_t aLightIndex,
+ GamepadLightIndicatorType aType) {
+ mLightIndicators[aLightIndex]->SetType(aType);
+ UpdateTimestamp();
+}
+
+void Gamepad::SetTouchEvent(uint32_t aTouchIndex,
+ const GamepadTouchState& aTouch) {
+ if (aTouchIndex >= mTouchEvents.Length()) {
+ MOZ_CRASH("Touch index exceeds the event array.");
+ return;
+ }
+
+ // Handling cross-origin tracking.
+ GamepadTouchState touchState(aTouch);
+ touchState.touchId = mTouchIdHash.LookupOrInsertWith(
+ touchState.touchId, [&] { return mTouchIdHashValue++; });
+ mTouchEvents[aTouchIndex]->SetTouchState(touchState);
+ UpdateTimestamp();
+}
+
+void Gamepad::SetHand(GamepadHand aHand) { mHand = aHand; }
+
+void Gamepad::SyncState(Gamepad* aOther) {
+ if (mButtons.Length() != aOther->mButtons.Length() ||
+ mAxes.Length() != aOther->mAxes.Length()) {
+ return;
+ }
+
+ mConnected = aOther->mConnected;
+ for (uint32_t i = 0; i < mButtons.Length(); ++i) {
+ mButtons[i]->SetPressed(aOther->mButtons[i]->Pressed());
+ mButtons[i]->SetTouched(aOther->mButtons[i]->Touched());
+ mButtons[i]->SetValue(aOther->mButtons[i]->Value());
+ }
+
+ bool changed = false;
+ for (uint32_t i = 0; i < mAxes.Length(); ++i) {
+ changed = changed || (mAxes[i] != aOther->mAxes[i]);
+ mAxes[i] = aOther->mAxes[i];
+ }
+ if (changed) {
+ Gamepad_Binding::ClearCachedAxesValue(this);
+ }
+
+ if (StaticPrefs::dom_gamepad_extensions_enabled()) {
+ MOZ_ASSERT(aOther->GetPose());
+ mPose->SetPoseState(aOther->GetPose()->GetPoseState());
+ mHand = aOther->Hand();
+ for (uint32_t i = 0; i < mHapticActuators.Length(); ++i) {
+ mHapticActuators[i]->Set(aOther->mHapticActuators[i]);
+ }
+
+ if (StaticPrefs::dom_gamepad_extensions_lightindicator()) {
+ for (uint32_t i = 0; i < mLightIndicators.Length(); ++i) {
+ mLightIndicators[i]->Set(aOther->mLightIndicators[i]);
+ }
+ }
+ if (StaticPrefs::dom_gamepad_extensions_multitouch()) {
+ for (uint32_t i = 0; i < mTouchEvents.Length(); ++i) {
+ mTouchEvents[i]->Set(aOther->mTouchEvents[i]);
+ }
+ }
+ }
+
+ UpdateTimestamp();
+}
+
+already_AddRefed<Gamepad> Gamepad::Clone(nsISupports* aParent) {
+ RefPtr<Gamepad> out =
+ new Gamepad(aParent, mID, mIndex, mHandle, mMapping, mHand, mDisplayId,
+ mButtons.Length(), mAxes.Length(), mHapticActuators.Length(),
+ mLightIndicators.Length(), mTouchEvents.Length());
+ out->SyncState(this);
+ return out.forget();
+}
+
+/* virtual */
+JSObject* Gamepad::WrapObject(JSContext* aCx,
+ JS::Handle<JSObject*> aGivenProto) {
+ return Gamepad_Binding::Wrap(aCx, this, aGivenProto);
+}
+
+} // namespace mozilla::dom