tenfourfox/dom/gamepad/Gamepad.cpp
Cameron Kaiser c9b2922b70 hello FPR
2017-04-19 00:56:45 -07:00

132 lines
3.2 KiB
C++

/* -*- 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 "nsAutoPtr.h"
#include "nsPIDOMWindow.h"
#include "nsTArray.h"
#include "nsVariant.h"
#include "mozilla/dom/GamepadBinding.h"
namespace mozilla {
namespace 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)
void
Gamepad::UpdateTimestamp()
{
nsCOMPtr<nsPIDOMWindow> newWindow(do_QueryInterface(mParent));
if(newWindow) {
nsPerformance* perf = newWindow->GetPerformance();
if (perf) {
mTimestamp = perf->Now();
}
}
}
Gamepad::Gamepad(nsISupports* aParent,
const nsAString& aID, uint32_t aIndex,
GamepadMappingType aMapping,
uint32_t aNumButtons, uint32_t aNumAxes)
: mParent(aParent),
mID(aID),
mIndex(aIndex),
mMapping(aMapping),
mConnected(true),
mButtons(aNumButtons),
mAxes(aNumAxes)
{
for (unsigned i = 0; i < aNumButtons; i++) {
mButtons.InsertElementAt(i, new GamepadButton(mParent));
}
mAxes.InsertElementsAt(0, aNumAxes, 0.0f);
UpdateTimestamp();
}
void
Gamepad::SetIndex(uint32_t aIndex)
{
mIndex = aIndex;
}
void
Gamepad::SetConnected(bool aConnected)
{
mConnected = aConnected;
}
void
Gamepad::SetButton(uint32_t aButton, bool aPressed, double aValue)
{
MOZ_ASSERT(aButton < mButtons.Length());
mButtons[aButton]->SetPressed(aPressed);
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;
GamepadBinding::ClearCachedAxesValue(this);
}
UpdateTimestamp();
}
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]->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) {
GamepadBinding::ClearCachedAxesValue(this);
}
UpdateTimestamp();
}
already_AddRefed<Gamepad>
Gamepad::Clone(nsISupports* aParent)
{
RefPtr<Gamepad> out =
new Gamepad(aParent, mID, mIndex, mMapping,
mButtons.Length(), mAxes.Length());
out->SyncState(this);
return out.forget();
}
/* virtual */ JSObject*
Gamepad::WrapObject(JSContext* aCx, JS::Handle<JSObject*> aGivenProto)
{
return GamepadBinding::Wrap(aCx, this, aGivenProto);
}
} // namespace dom
} // namespace mozilla