/src/mozilla-central/dom/gamepad/GamepadPose.cpp
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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 |