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GamepadPose.cpp
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GamepadPose.cpp
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/* -*- 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 "nsWrapperCache.h"
#include "mozilla/HoldDropJSObjects.h"
#include "mozilla/dom/GamepadPoseBinding.h"
#include "mozilla/dom/GamepadPose.h"
namespace mozilla {
namespace dom {
GamepadPose::GamepadPose(nsISupports* aParent, const GamepadPoseState& aState)
: Pose(aParent), mPoseState(aState) {
mozilla::HoldJSObjects(this);
}
GamepadPose::GamepadPose(nsISupports* aParent) : Pose(aParent) {
mozilla::HoldJSObjects(this);
mPoseState.Clear();
}
GamepadPose::~GamepadPose() { mozilla::DropJSObjects(this); }
/* virtual */ JSObject* GamepadPose::WrapObject(
JSContext* aJSContext, JS::Handle<JSObject*> aGivenProto) {
return GamepadPose_Binding::Wrap(aJSContext, this, aGivenProto);
}
bool GamepadPose::HasOrientation() const {
return bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Orientation);
}
bool GamepadPose::HasPosition() const {
return bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Position);
}
void GamepadPose::GetPosition(JSContext* aJSContext,
JS::MutableHandle<JSObject*> aRetval,
ErrorResult& aRv) {
SetFloat32Array(aJSContext, aRetval, mPosition,
mPoseState.isPositionValid ? mPoseState.position : nullptr, 3,
bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Position),
aRv);
}
void GamepadPose::GetLinearVelocity(JSContext* aJSContext,
JS::MutableHandle<JSObject*> aRetval,
ErrorResult& aRv) {
SetFloat32Array(
aJSContext, aRetval, mLinearVelocity,
mPoseState.isPositionValid ? mPoseState.linearVelocity : nullptr, 3,
bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Position), aRv);
}
void GamepadPose::GetLinearAcceleration(JSContext* aJSContext,
JS::MutableHandle<JSObject*> aRetval,
ErrorResult& aRv) {
SetFloat32Array(
aJSContext, aRetval, mLinearAcceleration,
mPoseState.isPositionValid ? mPoseState.linearAcceleration : nullptr, 3,
bool(mPoseState.flags & GamepadCapabilityFlags::Cap_LinearAcceleration),
aRv);
}
void GamepadPose::GetOrientation(JSContext* aJSContext,
JS::MutableHandle<JSObject*> aRetval,
ErrorResult& aRv) {
SetFloat32Array(
aJSContext, aRetval, mOrientation,
mPoseState.isOrientationValid ? mPoseState.orientation : nullptr, 4,
bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Orientation), aRv);
}
void GamepadPose::GetAngularVelocity(JSContext* aJSContext,
JS::MutableHandle<JSObject*> aRetval,
ErrorResult& aRv) {
SetFloat32Array(
aJSContext, aRetval, mAngularVelocity,
mPoseState.isOrientationValid ? mPoseState.angularVelocity : nullptr, 3,
bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Orientation), aRv);
}
void GamepadPose::GetAngularAcceleration(JSContext* aJSContext,
JS::MutableHandle<JSObject*> aRetval,
ErrorResult& aRv) {
SetFloat32Array(
aJSContext, aRetval, mAngularAcceleration,
mPoseState.isOrientationValid ? mPoseState.angularAcceleration : nullptr,
3,
bool(mPoseState.flags & GamepadCapabilityFlags::Cap_AngularAcceleration),
aRv);
}
void GamepadPose::SetPoseState(const GamepadPoseState& aPose) {
mPoseState = aPose;
}
const GamepadPoseState& GamepadPose::GetPoseState() { return mPoseState; }
} // namespace dom
} // namespace mozilla