2011-08-03 11:12:08 -07:00
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this file,
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* You can obtain one at http://mozilla.org/MPL/2.0/. */
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2012-02-15 16:47:13 -08:00
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#include "Gamepad.h"
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#include "nsAutoPtr.h"
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#include "nsTArray.h"
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#include "nsVariant.h"
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#include "mozilla/dom/GamepadBinding.h"
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2012-02-15 16:47:13 -08:00
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namespace mozilla {
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namespace dom {
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NS_IMPL_CYCLE_COLLECTING_ADDREF(Gamepad)
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NS_IMPL_CYCLE_COLLECTING_RELEASE(Gamepad)
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NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION(Gamepad)
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NS_WRAPPERCACHE_INTERFACE_MAP_ENTRY
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NS_INTERFACE_MAP_ENTRY(nsISupports)
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NS_INTERFACE_MAP_ENTRY(nsIDOMGamepad)
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NS_INTERFACE_MAP_END
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NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE_1(Gamepad, mParent)
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Gamepad::Gamepad(nsISupports* aParent,
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const nsAString& aID, uint32_t aIndex,
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GamepadMappingType aMapping,
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uint32_t aNumButtons, uint32_t aNumAxes)
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: mParent(aParent),
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mID(aID),
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mIndex(aIndex),
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mMapping(aMapping),
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mConnected(true)
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{
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SetIsDOMBinding();
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mButtons.InsertElementsAt(0, aNumButtons);
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mAxes.InsertElementsAt(0, aNumAxes, 0.0f);
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}
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void
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Gamepad::SetIndex(uint32_t aIndex)
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{
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mIndex = aIndex;
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}
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void
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Gamepad::SetConnected(bool aConnected)
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{
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mConnected = aConnected;
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}
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void
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Gamepad::SetButton(uint32_t aButton, bool aPressed, double aValue)
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{
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MOZ_ASSERT(aButton < mButtons.Length());
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mButtons[aButton].pressed = aPressed;
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mButtons[aButton].value = aValue;
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}
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void
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Gamepad::SetAxis(uint32_t aAxis, double aValue)
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{
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MOZ_ASSERT(aAxis < mAxes.Length());
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mAxes[aAxis] = aValue;
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}
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nsresult
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Gamepad::GetButtons(nsIVariant** aButtons)
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{
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nsRefPtr<nsVariant> out = new nsVariant();
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NS_ENSURE_STATE(out);
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if (mButtons.Length() == 0) {
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nsresult rv = out->SetAsEmptyArray();
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NS_ENSURE_SUCCESS(rv, rv);
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} else {
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// Note: The resulting nsIVariant dupes both the array and its elements.
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double* array = reinterpret_cast<double*>
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(NS_Alloc(mButtons.Length() * sizeof(double)));
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NS_ENSURE_TRUE(array, NS_ERROR_OUT_OF_MEMORY);
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for (uint32_t i = 0; i < mButtons.Length(); ++i) {
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array[i] = mButtons[i].value;
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}
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nsresult rv = out->SetAsArray(nsIDataType::VTYPE_DOUBLE,
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nullptr,
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mButtons.Length(),
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reinterpret_cast<void*>(array));
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NS_Free(array);
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NS_ENSURE_SUCCESS(rv, rv);
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}
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*aButtons = out.forget().get();
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return NS_OK;
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}
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nsresult
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Gamepad::GetAxes(nsIVariant** aAxes)
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{
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nsRefPtr<nsVariant> out = new nsVariant();
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NS_ENSURE_STATE(out);
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if (mAxes.Length() == 0) {
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nsresult rv = out->SetAsEmptyArray();
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NS_ENSURE_SUCCESS(rv, rv);
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} else {
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// Note: The resulting nsIVariant dupes both the array and its elements.
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double* array = reinterpret_cast<double*>
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(NS_Alloc(mAxes.Length() * sizeof(double)));
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NS_ENSURE_TRUE(array, NS_ERROR_OUT_OF_MEMORY);
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for (uint32_t i = 0; i < mAxes.Length(); ++i) {
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array[i] = mAxes[i];
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}
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nsresult rv = out->SetAsArray(nsIDataType::VTYPE_DOUBLE,
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nullptr,
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mAxes.Length(),
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reinterpret_cast<void*>(array));
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NS_Free(array);
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NS_ENSURE_SUCCESS(rv, rv);
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}
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*aAxes = out.forget().get();
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return NS_OK;
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}
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void
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Gamepad::SyncState(Gamepad* aOther)
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{
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if (mButtons.Length() != aOther->mButtons.Length() ||
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mAxes.Length() != aOther->mAxes.Length()) {
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return;
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}
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mConnected = aOther->mConnected;
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for (uint32_t i = 0; i < mButtons.Length(); ++i) {
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mButtons[i] = aOther->mButtons[i];
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}
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for (uint32_t i = 0; i < mAxes.Length(); ++i) {
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mAxes[i] = aOther->mAxes[i];
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}
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}
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already_AddRefed<Gamepad>
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Gamepad::Clone(nsISupports* aParent)
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{
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nsRefPtr<Gamepad> out =
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new Gamepad(aParent, mID, mIndex, mMapping,
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mButtons.Length(), mAxes.Length());
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out->SyncState(this);
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return out.forget();
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}
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/* virtual */ JSObject*
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Gamepad::WrapObject(JSContext* aCx, JS::Handle<JSObject*> aScope)
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{
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return GamepadBinding::Wrap(aCx, aScope, this);
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}
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} // namespace dom
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} // namespace mozilla
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