Coverage Report

Created: 2018-09-25 14:53

/src/mozilla-central/dom/gamepad/GamepadPose.cpp
Line
Count
Source (jump to first uncovered line)
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 "nsWrapperCache.h"
8
9
#include "mozilla/HoldDropJSObjects.h"
10
#include "mozilla/dom/GamepadPoseBinding.h"
11
#include "mozilla/dom/GamepadPose.h"
12
13
namespace mozilla {
14
namespace dom {
15
16
GamepadPose::GamepadPose(nsISupports* aParent, const GamepadPoseState& aState)
17
  : Pose(aParent),
18
    mPoseState(aState)
19
0
{
20
0
  mozilla::HoldJSObjects(this);
21
0
}
22
23
GamepadPose::GamepadPose(nsISupports* aParent)
24
  : Pose(aParent)
25
0
{
26
0
  mozilla::HoldJSObjects(this);
27
0
  mPoseState.Clear();
28
0
}
29
30
GamepadPose::~GamepadPose()
31
0
{
32
0
  mozilla::DropJSObjects(this);
33
0
}
34
35
/* virtual */ JSObject*
36
GamepadPose::WrapObject(JSContext* aJSContext, JS::Handle<JSObject*> aGivenProto)
37
0
{
38
0
  return GamepadPose_Binding::Wrap(aJSContext, this, aGivenProto);
39
0
}
40
41
bool
42
GamepadPose::HasOrientation() const
43
0
{
44
0
  return bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Orientation);
45
0
}
46
47
bool
48
GamepadPose::HasPosition() const
49
0
{
50
0
  return bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Position);
51
0
}
52
53
void
54
GamepadPose::GetPosition(JSContext* aJSContext,
55
                         JS::MutableHandle<JSObject*> aRetval,
56
                         ErrorResult& aRv)
57
0
{
58
0
  SetFloat32Array(aJSContext, aRetval, mPosition,
59
0
                  mPoseState.isPositionValid ? mPoseState.position : nullptr, 3,
60
0
                  bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Position), aRv);
61
0
}
62
63
void
64
GamepadPose::GetLinearVelocity(JSContext* aJSContext,
65
                               JS::MutableHandle<JSObject*> aRetval,
66
                               ErrorResult& aRv)
67
0
{
68
0
  SetFloat32Array(aJSContext, aRetval, mLinearVelocity,
69
0
                  mPoseState.isPositionValid ? mPoseState.linearVelocity : nullptr, 3,
70
0
                  bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Position), aRv);
71
0
}
72
73
void
74
GamepadPose::GetLinearAcceleration(JSContext* aJSContext,
75
                                   JS::MutableHandle<JSObject*> aRetval,
76
                                   ErrorResult& aRv)
77
0
{
78
0
  SetFloat32Array(aJSContext, aRetval, mLinearAcceleration,
79
0
                  mPoseState.isPositionValid ? mPoseState.linearAcceleration : nullptr, 3,
80
0
                  bool(mPoseState.flags & GamepadCapabilityFlags::Cap_LinearAcceleration), aRv);
81
0
}
82
83
void
84
GamepadPose::GetOrientation(JSContext* aJSContext,
85
                            JS::MutableHandle<JSObject*> aRetval,
86
                            ErrorResult& aRv)
87
0
{
88
0
  SetFloat32Array(aJSContext, aRetval, mOrientation,
89
0
                  mPoseState.isOrientationValid ? mPoseState.orientation : nullptr, 4,
90
0
                  bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Orientation), aRv);
91
0
}
92
93
void
94
GamepadPose::GetAngularVelocity(JSContext* aJSContext,
95
                                JS::MutableHandle<JSObject*> aRetval,
96
                                ErrorResult& aRv)
97
0
{
98
0
  SetFloat32Array(aJSContext, aRetval, mAngularVelocity,
99
0
                  mPoseState.isOrientationValid ? mPoseState.angularVelocity : nullptr, 3,
100
0
                  bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Orientation), aRv);
101
0
}
102
103
void
104
GamepadPose::GetAngularAcceleration(JSContext* aJSContext,
105
                                    JS::MutableHandle<JSObject*> aRetval,
106
                                    ErrorResult& aRv)
107
0
{
108
0
  SetFloat32Array(aJSContext, aRetval, mAngularAcceleration,
109
0
                  mPoseState.isOrientationValid ? mPoseState.angularAcceleration : nullptr, 3,
110
0
                  bool(mPoseState.flags & GamepadCapabilityFlags::Cap_AngularAcceleration), aRv);
111
0
}
112
113
void
114
GamepadPose::SetPoseState(const GamepadPoseState& aPose)
115
0
{
116
0
  mPoseState = aPose;
117
0
}
118
119
const GamepadPoseState&
120
GamepadPose::GetPoseState()
121
0
{
122
0
  return mPoseState;
123
0
}
124
125
} // namespace dom
126
} // namespace mozilla