tor-browser

The Tor Browser
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GamepadPose.cpp (4485B)


      1 /* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
      2 /* vim: set ts=8 sts=2 et sw=2 tw=80: */
      3 /* This Source Code Form is subject to the terms of the Mozilla Public
      4 * License, v. 2.0. If a copy of the MPL was not distributed with this file,
      5 * You can obtain one at http://mozilla.org/MPL/2.0/. */
      6 
      7 #include "mozilla/dom/GamepadPose.h"
      8 
      9 #include "mozilla/HoldDropJSObjects.h"
     10 #include "mozilla/dom/GamepadPoseBinding.h"
     11 #include "nsWrapperCache.h"
     12 
     13 namespace mozilla::dom {
     14 
     15 GamepadPose::GamepadPose(nsISupports* aParent, const GamepadPoseState& aState)
     16    : Pose(aParent), mPoseState(aState) {
     17  mozilla::HoldJSObjects(this);
     18 }
     19 
     20 GamepadPose::GamepadPose(nsISupports* aParent) : Pose(aParent) {
     21  mozilla::HoldJSObjects(this);
     22  mPoseState.Clear();
     23 }
     24 
     25 GamepadPose::~GamepadPose() { mozilla::DropJSObjects(this); }
     26 
     27 /* virtual */
     28 JSObject* GamepadPose::WrapObject(JSContext* aJSContext,
     29                                  JS::Handle<JSObject*> aGivenProto) {
     30  return GamepadPose_Binding::Wrap(aJSContext, this, aGivenProto);
     31 }
     32 
     33 bool GamepadPose::HasOrientation() const {
     34  return bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Orientation);
     35 }
     36 
     37 bool GamepadPose::HasPosition() const {
     38  return bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Position) ||
     39         bool(mPoseState.flags & GamepadCapabilityFlags::Cap_PositionEmulated);
     40 }
     41 
     42 void GamepadPose::GetPosition(JSContext* aJSContext,
     43                              JS::MutableHandle<JSObject*> aRetval,
     44                              ErrorResult& aRv) {
     45  const bool valid =
     46      mPoseState.isPositionValid &&
     47      (bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Position) ||
     48       bool(mPoseState.flags & GamepadCapabilityFlags::Cap_PositionEmulated));
     49  SetFloat32Array(aJSContext, this, aRetval, mPosition,
     50                  valid ? mPoseState.position : nullptr, 3, aRv);
     51 }
     52 
     53 void GamepadPose::GetLinearVelocity(JSContext* aJSContext,
     54                                    JS::MutableHandle<JSObject*> aRetval,
     55                                    ErrorResult& aRv) {
     56  const bool valid =
     57      mPoseState.isPositionValid &&
     58      (bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Position) ||
     59       bool(mPoseState.flags & GamepadCapabilityFlags::Cap_PositionEmulated));
     60  SetFloat32Array(aJSContext, this, aRetval, mLinearVelocity,
     61                  valid ? mPoseState.linearVelocity : nullptr, 3, aRv);
     62 }
     63 
     64 void GamepadPose::GetLinearAcceleration(JSContext* aJSContext,
     65                                        JS::MutableHandle<JSObject*> aRetval,
     66                                        ErrorResult& aRv) {
     67  const bool valid =
     68      mPoseState.isPositionValid &&
     69      bool(mPoseState.flags & GamepadCapabilityFlags::Cap_LinearAcceleration);
     70  SetFloat32Array(aJSContext, this, aRetval, mLinearAcceleration,
     71                  valid ? mPoseState.linearAcceleration : nullptr, 3, aRv);
     72 }
     73 
     74 void GamepadPose::GetOrientation(JSContext* aJSContext,
     75                                 JS::MutableHandle<JSObject*> aRetval,
     76                                 ErrorResult& aRv) {
     77  const bool valid =
     78      mPoseState.isOrientationValid &&
     79      bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Orientation);
     80  SetFloat32Array(aJSContext, this, aRetval, mOrientation,
     81                  valid ? mPoseState.orientation : nullptr, 4, aRv);
     82 }
     83 
     84 void GamepadPose::GetAngularVelocity(JSContext* aJSContext,
     85                                     JS::MutableHandle<JSObject*> aRetval,
     86                                     ErrorResult& aRv) {
     87  const bool valid =
     88      mPoseState.isOrientationValid &&
     89      bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Orientation);
     90  SetFloat32Array(aJSContext, this, aRetval, mAngularVelocity,
     91                  valid ? mPoseState.angularVelocity : nullptr, 3, aRv);
     92 }
     93 
     94 void GamepadPose::GetAngularAcceleration(JSContext* aJSContext,
     95                                         JS::MutableHandle<JSObject*> aRetval,
     96                                         ErrorResult& aRv) {
     97  const bool valid =
     98      mPoseState.isOrientationValid &&
     99      bool(mPoseState.flags & GamepadCapabilityFlags::Cap_AngularAcceleration);
    100  SetFloat32Array(aJSContext, this, aRetval, mAngularAcceleration,
    101                  valid ? mPoseState.angularAcceleration : nullptr, 3, aRv);
    102 }
    103 
    104 void GamepadPose::SetPoseState(const GamepadPoseState& aPose) {
    105  mPoseState = aPose;
    106 }
    107 
    108 const GamepadPoseState& GamepadPose::GetPoseState() { return mPoseState; }
    109 
    110 }  // namespace mozilla::dom