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
GamepadPose(nsISupports * aParent,const GamepadPoseState & aState)16 GamepadPose::GamepadPose(nsISupports* aParent, const GamepadPoseState& aState)
17 : Pose(aParent), mPoseState(aState) {
18 mozilla::HoldJSObjects(this);
19 }
20
GamepadPose(nsISupports * aParent)21 GamepadPose::GamepadPose(nsISupports* aParent) : Pose(aParent) {
22 mozilla::HoldJSObjects(this);
23 mPoseState.Clear();
24 }
25
~GamepadPose()26 GamepadPose::~GamepadPose() { mozilla::DropJSObjects(this); }
27
WrapObject(JSContext * aJSContext,JS::Handle<JSObject * > aGivenProto)28 /* virtual */ JSObject* GamepadPose::WrapObject(
29 JSContext* aJSContext, JS::Handle<JSObject*> aGivenProto) {
30 return GamepadPoseBinding::Wrap(aJSContext, this, aGivenProto);
31 }
32
HasOrientation() const33 bool GamepadPose::HasOrientation() const {
34 return bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Position);
35 }
36
HasPosition() const37 bool GamepadPose::HasPosition() const {
38 return bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Orientation);
39 }
40
GetPosition(JSContext * aJSContext,JS::MutableHandle<JSObject * > aRetval,ErrorResult & aRv)41 void GamepadPose::GetPosition(JSContext* aJSContext,
42 JS::MutableHandle<JSObject*> aRetval,
43 ErrorResult& aRv) {
44 SetFloat32Array(aJSContext, aRetval, mPosition,
45 mPoseState.isPositionValid ? mPoseState.position : nullptr, 3,
46 bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Position),
47 aRv);
48 }
49
GetLinearVelocity(JSContext * aJSContext,JS::MutableHandle<JSObject * > aRetval,ErrorResult & aRv)50 void GamepadPose::GetLinearVelocity(JSContext* aJSContext,
51 JS::MutableHandle<JSObject*> aRetval,
52 ErrorResult& aRv) {
53 SetFloat32Array(
54 aJSContext, aRetval, mLinearVelocity,
55 mPoseState.isPositionValid ? mPoseState.linearVelocity : nullptr, 3,
56 bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Position), aRv);
57 }
58
GetLinearAcceleration(JSContext * aJSContext,JS::MutableHandle<JSObject * > aRetval,ErrorResult & aRv)59 void GamepadPose::GetLinearAcceleration(JSContext* aJSContext,
60 JS::MutableHandle<JSObject*> aRetval,
61 ErrorResult& aRv) {
62 SetFloat32Array(
63 aJSContext, aRetval, mLinearAcceleration,
64 mPoseState.isPositionValid ? mPoseState.linearAcceleration : nullptr, 3,
65 bool(mPoseState.flags & GamepadCapabilityFlags::Cap_LinearAcceleration),
66 aRv);
67 }
68
GetOrientation(JSContext * aJSContext,JS::MutableHandle<JSObject * > aRetval,ErrorResult & aRv)69 void GamepadPose::GetOrientation(JSContext* aJSContext,
70 JS::MutableHandle<JSObject*> aRetval,
71 ErrorResult& aRv) {
72 SetFloat32Array(
73 aJSContext, aRetval, mOrientation,
74 mPoseState.isOrientationValid ? mPoseState.orientation : nullptr, 4,
75 bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Orientation), aRv);
76 }
77
GetAngularVelocity(JSContext * aJSContext,JS::MutableHandle<JSObject * > aRetval,ErrorResult & aRv)78 void GamepadPose::GetAngularVelocity(JSContext* aJSContext,
79 JS::MutableHandle<JSObject*> aRetval,
80 ErrorResult& aRv) {
81 SetFloat32Array(
82 aJSContext, aRetval, mAngularVelocity,
83 mPoseState.isOrientationValid ? mPoseState.angularVelocity : nullptr, 3,
84 bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Orientation), aRv);
85 }
86
GetAngularAcceleration(JSContext * aJSContext,JS::MutableHandle<JSObject * > aRetval,ErrorResult & aRv)87 void GamepadPose::GetAngularAcceleration(JSContext* aJSContext,
88 JS::MutableHandle<JSObject*> aRetval,
89 ErrorResult& aRv) {
90 SetFloat32Array(
91 aJSContext, aRetval, mAngularAcceleration,
92 mPoseState.isOrientationValid ? mPoseState.angularAcceleration : nullptr,
93 3,
94 bool(mPoseState.flags & GamepadCapabilityFlags::Cap_AngularAcceleration),
95 aRv);
96 }
97
SetPoseState(const GamepadPoseState & aPose)98 void GamepadPose::SetPoseState(const GamepadPoseState& aPose) {
99 mPoseState = aPose;
100 }
101
GetPoseState()102 const GamepadPoseState& GamepadPose::GetPoseState() { return mPoseState; }
103
104 } // namespace dom
105 } // namespace mozilla
106