/* -*- 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_GamepadFunctions_h_ #define mozilla_dom_GamepadFunctions_h_ #include "mozilla/dom/GamepadBinding.h" namespace mozilla { namespace dom { namespace GamepadFunctions { // Functions for building and transmitting IPDL messages through the HAL // sandbox. Used by platform specific Gamepad implementations // Add a gamepad to the list of known gamepads, and return its index. uint32_t AddGamepad(const char* aID, GamepadMappingType aMapping, uint32_t aNumButtons, uint32_t aNumAxes); // Remove the gamepad at |aIndex| from the list of known gamepads. void RemoveGamepad(uint32_t aIndex); // Update the state of |aButton| for the gamepad at |aIndex| for all // windows that are listening and visible, and fire one of // a gamepadbutton{up,down} event at them as well. // aPressed is used for digital buttons, aValue is for analog buttons. void NewButtonEvent(uint32_t aIndex, uint32_t aButton, bool aPressed, double aValue); // When only a digital button is available the value will be synthesized. void NewButtonEvent(uint32_t aIndex, uint32_t aButton, bool aPressed); // Update the state of |aAxis| for the gamepad at |aIndex| for all // windows that are listening and visible, and fire a gamepadaxismove // event at them as well. void NewAxisMoveEvent(uint32_t aIndex, uint32_t aAxis, double aValue); // When shutting down the platform communications for gamepad, also reset the // indexes. void ResetGamepadIndexes(); } // namespace GamepadFunctions } // namespace dom } // namespace mozilla #endif