gecko/content/events/src/nsDOMGamepad.h

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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/. */
#ifndef nsDomGamepad_h
#define nsDomGamepad_h
#include "mozilla/ErrorResult.h"
#include "mozilla/StandardInteger.h"
#include "nsCOMPtr.h"
#include "nsIDOMGamepad.h"
#include "nsString.h"
#include "nsTArray.h"
#include "nsWrapperCache.h"
class nsDOMGamepad : public nsIDOMGamepad
, public nsWrapperCache
{
public:
nsDOMGamepad(nsISupports* aParent,
const nsAString& aID, uint32_t aIndex,
uint32_t aNumButtons, uint32_t aNumAxes);
NS_DECL_CYCLE_COLLECTING_ISUPPORTS
NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_CLASS(nsDOMGamepad)
nsDOMGamepad();
void SetConnected(bool aConnected);
void SetButton(uint32_t aButton, double aValue);
void SetAxis(uint32_t aAxis, double aValue);
void SetIndex(uint32_t aIndex);
// Make the state of this gamepad equivalent to other.
void SyncState(nsDOMGamepad* other);
// Return a new nsDOMGamepad containing the same data as this object,
// parented to aParent.
already_AddRefed<nsDOMGamepad> Clone(nsISupports* aParent);
nsISupports* GetParentObject() const
{
return mParent;
}
virtual JSObject* WrapObject(JSContext* aCx,
JS::Handle<JSObject*> aScope) MOZ_OVERRIDE;
void GetId(nsAString& aID) const
{
aID = mID;
}
bool Connected() const
{
return mConnected;
}
uint32_t Index() const
{
return mIndex;
}
already_AddRefed<nsIVariant> GetButtons(mozilla::ErrorResult& aRv)
{
nsCOMPtr<nsIVariant> buttons;
aRv = GetButtons(getter_AddRefs(buttons));
return buttons.forget();
}
already_AddRefed<nsIVariant> GetAxes(mozilla::ErrorResult& aRv)
{
nsCOMPtr<nsIVariant> axes;
aRv = GetAxes(getter_AddRefs(axes));
return axes.forget();
}
private:
virtual ~nsDOMGamepad() {}
nsresult GetButtons(nsIVariant** aButtons);
nsresult GetAxes(nsIVariant** aAxes);
protected:
nsCOMPtr<nsISupports> mParent;
nsString mID;
uint32_t mIndex;
// true if this gamepad is currently connected.
bool mConnected;
// Current state of buttons, axes.
nsTArray<double> mButtons;
nsTArray<double> mAxes;
};
#endif // nsDomGamepad_h