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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 19:33:14 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 19:33:14 +0000
commit36d22d82aa202bb199967e9512281e9a53db42c9 (patch)
tree105e8c98ddea1c1e4784a60a5a6410fa416be2de /dom/gamepad/GamepadPose.cpp
parentInitial commit. (diff)
downloadfirefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz
firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.zip
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/gamepad/GamepadPose.cpp')
-rw-r--r--dom/gamepad/GamepadPose.cpp110
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