/* -*- 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 #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 Clone(nsISupports* aParent); nsISupports* GetParentObject() const { return mParent; } virtual JSObject* WrapObject(JSContext* aCx, JS::Handle 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>& aButtons) const { aButtons = mButtons.Clone(); } void GetAxes(nsTArray& aAxes) const { aAxes = mAxes.Clone(); } GamepadPose* GetPose() const { return mPose; } void GetHapticActuators( nsTArray>& aHapticActuators) const { aHapticActuators = mHapticActuators.Clone(); } void GetLightIndicators( nsTArray>& aLightIndicators) const { aLightIndicators = mLightIndicators.Clone(); } void GetTouchEvents(nsTArray>& aTouchEvents) const { aTouchEvents = mTouchEvents.Clone(); } GamepadHandle GetHandle() const { return mHandle; } private: virtual ~Gamepad() = default; void UpdateTimestamp(); protected: nsCOMPtr 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> mButtons; nsTArray mAxes; DOMHighResTimeStamp mTimestamp; RefPtr mPose; nsTArray> mHapticActuators; nsTArray> mLightIndicators; nsTArray> mTouchEvents; nsTHashMap mTouchIdHash; }; } // namespace mozilla::dom #endif // mozilla_dom_gamepad_Gamepad_h