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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.h
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.h')
-rw-r--r--dom/gamepad/Gamepad.h145
1 files changed, 145 insertions, 0 deletions
diff --git a/dom/gamepad/Gamepad.h b/dom/gamepad/Gamepad.h
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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_Gamepad_h
+#define mozilla_dom_gamepad_Gamepad_h
+
+#include "mozilla/dom/GamepadBinding.h"
+#include "mozilla/dom/GamepadButton.h"
+#include "mozilla/dom/GamepadHandle.h"
+#include "mozilla/dom/GamepadPose.h"
+#include "mozilla/dom/GamepadHapticActuator.h"
+#include "mozilla/dom/GamepadLightIndicator.h"
+#include "mozilla/dom/GamepadTouch.h"
+#include "mozilla/dom/Performance.h"
+#include <stdint.h>
+#include "nsCOMPtr.h"
+#include "nsTHashMap.h"
+#include "nsString.h"
+#include "nsTArray.h"
+#include "nsWrapperCache.h"
+
+namespace mozilla::dom {
+
+class GamepadHapticActuator;
+
+// 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, 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);
+
+ NS_DECL_CYCLE_COLLECTING_ISUPPORTS
+ NS_DECL_CYCLE_COLLECTION_WRAPPERCACHE_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(int32_t aIndex);
+ void SetPose(const GamepadPoseState& aPose);
+ void SetLightIndicatorType(uint32_t aLightIndex,
+ GamepadLightIndicatorType aType);
+ void SetTouchEvent(uint32_t aTouchIndex, const GamepadTouchState& aTouch);
+ 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; }
+
+ uint32_t DisplayId() const { return mDisplayId; }
+
+ GamepadHand Hand() { return mHand; }
+
+ bool Connected() const { return mConnected; }
+
+ int32_t Index() const { return mIndex; }
+
+ void GetButtons(nsTArray<RefPtr<GamepadButton>>& aButtons) const {
+ aButtons = mButtons.Clone();
+ }
+
+ void GetAxes(nsTArray<double>& aAxes) const { aAxes = mAxes.Clone(); }
+
+ GamepadPose* GetPose() const { return mPose; }
+
+ void GetHapticActuators(
+ nsTArray<RefPtr<GamepadHapticActuator>>& aHapticActuators) const {
+ aHapticActuators = mHapticActuators.Clone();
+ }
+
+ void GetLightIndicators(
+ nsTArray<RefPtr<GamepadLightIndicator>>& aLightIndicators) const {
+ aLightIndicators = mLightIndicators.Clone();
+ }
+
+ void GetTouchEvents(nsTArray<RefPtr<GamepadTouch>>& aTouchEvents) const {
+ aTouchEvents = mTouchEvents.Clone();
+ }
+
+ GamepadHandle GetHandle() const { return mHandle; }
+
+ private:
+ virtual ~Gamepad() = default;
+ void UpdateTimestamp();
+
+ protected:
+ nsCOMPtr<nsISupports> mParent;
+ nsString mID;
+ int32_t mIndex;
+ // the gamepad hash key in GamepadManager
+ GamepadHandle mHandle;
+ uint32_t mDisplayId;
+ uint32_t mTouchIdHashValue;
+ // 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;
+ nsTArray<RefPtr<GamepadLightIndicator>> mLightIndicators;
+ nsTArray<RefPtr<GamepadTouch>> mTouchEvents;
+ nsTHashMap<nsUint32HashKey, uint32_t> mTouchIdHash;
+};
+
+} // namespace mozilla::dom
+
+#endif // mozilla_dom_gamepad_Gamepad_h