75 lines
2.6 KiB
C++
75 lines
2.6 KiB
C++
/*
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* Copyright (C) 2014 Apple Inc. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS''
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
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* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS
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* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
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* THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include "config.h"
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#include "Gamepad.h"
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#if ENABLE(GAMEPAD)
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#include "GamepadButton.h"
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#include "PlatformGamepad.h"
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#include <wtf/text/WTFString.h>
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namespace WebCore {
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Gamepad::Gamepad(const PlatformGamepad& platformGamepad)
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: m_id(platformGamepad.id())
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, m_index(platformGamepad.index())
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, m_connected(true)
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, m_timestamp(platformGamepad.lastUpdateTime())
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, m_mapping(platformGamepad.mapping())
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, m_axes(platformGamepad.axisValues().size(), 0.0)
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{
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unsigned buttonCount = platformGamepad.buttonValues().size();
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for (unsigned i = 0; i < buttonCount; ++i)
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m_buttons.append(GamepadButton::create());
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}
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Gamepad::~Gamepad() = default;
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const Vector<double>& Gamepad::axes() const
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{
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return m_axes;
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}
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const Vector<Ref<GamepadButton>>& Gamepad::buttons() const
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{
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return m_buttons;
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}
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void Gamepad::updateFromPlatformGamepad(const PlatformGamepad& platformGamepad)
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{
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for (unsigned i = 0; i < m_axes.size(); ++i)
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m_axes[i] = platformGamepad.axisValues()[i].value();
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for (unsigned i = 0; i < m_buttons.size(); ++i)
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m_buttons[i]->setValue(platformGamepad.buttonValues()[i].value());
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m_timestamp = platformGamepad.lastUpdateTime();
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}
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} // namespace WebCore
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#endif // ENABLE(GAMEPAD)
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