gecko/dom/gamepad/Gamepad.cpp

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/* 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 "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_ENTRY(nsIDOMGamepad)
NS_INTERFACE_MAP_END
NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE_1(Gamepad, mParent)
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)
{
SetIsDOMBinding();
mButtons.InsertElementsAt(0, aNumButtons);
mAxes.InsertElementsAt(0, aNumAxes, 0.0f);
}
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].pressed = aPressed;
mButtons[aButton].value = aValue;
}
void
Gamepad::SetAxis(uint32_t aAxis, double aValue)
{
MOZ_ASSERT(aAxis < mAxes.Length());
mAxes[aAxis] = aValue;
}
nsresult
Gamepad::GetButtons(nsIVariant** aButtons)
{
nsRefPtr<nsVariant> out = new nsVariant();
NS_ENSURE_STATE(out);
if (mButtons.Length() == 0) {
nsresult rv = out->SetAsEmptyArray();
NS_ENSURE_SUCCESS(rv, rv);
} else {
// Note: The resulting nsIVariant dupes both the array and its elements.
double* array = reinterpret_cast<double*>
(NS_Alloc(mButtons.Length() * sizeof(double)));
NS_ENSURE_TRUE(array, NS_ERROR_OUT_OF_MEMORY);
for (uint32_t i = 0; i < mButtons.Length(); ++i) {
array[i] = mButtons[i].value;
}
nsresult rv = out->SetAsArray(nsIDataType::VTYPE_DOUBLE,
nullptr,
mButtons.Length(),
reinterpret_cast<void*>(array));
NS_Free(array);
NS_ENSURE_SUCCESS(rv, rv);
}
*aButtons = out.forget().get();
return NS_OK;
}
nsresult
Gamepad::GetAxes(nsIVariant** aAxes)
{
nsRefPtr<nsVariant> out = new nsVariant();
NS_ENSURE_STATE(out);
if (mAxes.Length() == 0) {
nsresult rv = out->SetAsEmptyArray();
NS_ENSURE_SUCCESS(rv, rv);
} else {
// Note: The resulting nsIVariant dupes both the array and its elements.
double* array = reinterpret_cast<double*>
(NS_Alloc(mAxes.Length() * sizeof(double)));
NS_ENSURE_TRUE(array, NS_ERROR_OUT_OF_MEMORY);
for (uint32_t i = 0; i < mAxes.Length(); ++i) {
array[i] = mAxes[i];
}
nsresult rv = out->SetAsArray(nsIDataType::VTYPE_DOUBLE,
nullptr,
mAxes.Length(),
reinterpret_cast<void*>(array));
NS_Free(array);
NS_ENSURE_SUCCESS(rv, rv);
}
*aAxes = out.forget().get();
return NS_OK;
}
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] = aOther->mButtons[i];
}
for (uint32_t i = 0; i < mAxes.Length(); ++i) {
mAxes[i] = aOther->mAxes[i];
}
}
already_AddRefed<Gamepad>
Gamepad::Clone(nsISupports* aParent)
{
nsRefPtr<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*> aScope)
{
return GamepadBinding::Wrap(aCx, aScope, this);
}
} // namespace dom
} // namespace mozilla