/* -*- 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 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::Clone(nsISupports* aParent) { RefPtr 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 aGivenProto) { return GamepadBinding::Wrap(aCx, this, aGivenProto); } } // namespace dom } // namespace mozilla