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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 09:22:09 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 09:22:09 +0000 |
commit | 43a97878ce14b72f0981164f87f2e35e14151312 (patch) | |
tree | 620249daf56c0258faa40cbdcf9cfba06de2a846 /dom/gamepad/Gamepad.h | |
parent | Initial commit. (diff) | |
download | firefox-43a97878ce14b72f0981164f87f2e35e14151312.tar.xz firefox-43a97878ce14b72f0981164f87f2e35e14151312.zip |
Adding upstream version 110.0.1.upstream/110.0.1upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/gamepad/Gamepad.h')
-rw-r--r-- | dom/gamepad/Gamepad.h | 145 |
1 files changed, 145 insertions, 0 deletions
diff --git a/dom/gamepad/Gamepad.h b/dom/gamepad/Gamepad.h new file mode 100644 index 0000000000..689ea7f6d2 --- /dev/null +++ b/dom/gamepad/Gamepad.h @@ -0,0 +1,145 @@ +/* -*- 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 |