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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
 * License, v. 2.0. If a copy of the MPL was not distributed with this file,
 * You can obtain one at http://mozilla.org/MPL/2.0/. */

#include "nsWrapperCache.h"

#include "mozilla/HoldDropJSObjects.h"
#include "mozilla/dom/GamepadPoseBinding.h"
#include "mozilla/dom/GamepadPose.h"

namespace mozilla {
namespace dom {

GamepadPose::GamepadPose(nsISupports* aParent, const GamepadPoseState& aState)
    : Pose(aParent), mPoseState(aState) {
  mozilla::HoldJSObjects(this);
}

GamepadPose::GamepadPose(nsISupports* aParent) : Pose(aParent) {
  mozilla::HoldJSObjects(this);
  mPoseState.Clear();
}

GamepadPose::~GamepadPose() { mozilla::DropJSObjects(this); }

/* virtual */ JSObject* GamepadPose::WrapObject(
    JSContext* aJSContext, JS::Handle<JSObject*> aGivenProto) {
  return GamepadPoseBinding::Wrap(aJSContext, this, aGivenProto);
}

bool GamepadPose::HasOrientation() const {
  return bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Position);
}

bool GamepadPose::HasPosition() const {
  return bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Orientation);
}

void GamepadPose::GetPosition(JSContext* aJSContext,
                              JS::MutableHandle<JSObject*> aRetval,
                              ErrorResult& aRv) {
  SetFloat32Array(aJSContext, aRetval, mPosition,
                  mPoseState.isPositionValid ? mPoseState.position : nullptr, 3,
                  bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Position),
                  aRv);
}

void GamepadPose::GetLinearVelocity(JSContext* aJSContext,
                                    JS::MutableHandle<JSObject*> aRetval,
                                    ErrorResult& aRv) {
  SetFloat32Array(
      aJSContext, aRetval, mLinearVelocity,
      mPoseState.isPositionValid ? mPoseState.linearVelocity : nullptr, 3,
      bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Position), aRv);
}

void GamepadPose::GetLinearAcceleration(JSContext* aJSContext,
                                        JS::MutableHandle<JSObject*> aRetval,
                                        ErrorResult& aRv) {
  SetFloat32Array(
      aJSContext, aRetval, mLinearAcceleration,
      mPoseState.isPositionValid ? mPoseState.linearAcceleration : nullptr, 3,
      bool(mPoseState.flags & GamepadCapabilityFlags::Cap_LinearAcceleration),
      aRv);
}

void GamepadPose::GetOrientation(JSContext* aJSContext,
                                 JS::MutableHandle<JSObject*> aRetval,
                                 ErrorResult& aRv) {
  SetFloat32Array(
      aJSContext, aRetval, mOrientation,
      mPoseState.isOrientationValid ? mPoseState.orientation : nullptr, 4,
      bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Orientation), aRv);
}

void GamepadPose::GetAngularVelocity(JSContext* aJSContext,
                                     JS::MutableHandle<JSObject*> aRetval,
                                     ErrorResult& aRv) {
  SetFloat32Array(
      aJSContext, aRetval, mAngularVelocity,
      mPoseState.isOrientationValid ? mPoseState.angularVelocity : nullptr, 3,
      bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Orientation), aRv);
}

void GamepadPose::GetAngularAcceleration(JSContext* aJSContext,
                                         JS::MutableHandle<JSObject*> aRetval,
                                         ErrorResult& aRv) {
  SetFloat32Array(
      aJSContext, aRetval, mAngularAcceleration,
      mPoseState.isOrientationValid ? mPoseState.angularAcceleration : nullptr,
      3,
      bool(mPoseState.flags & GamepadCapabilityFlags::Cap_AngularAcceleration),
      aRv);
}

void GamepadPose::SetPoseState(const GamepadPoseState& aPose) {
  mPoseState = aPose;
}

const GamepadPoseState& GamepadPose::GetPoseState() { return mPoseState; }

}  // namespace dom
}  // namespace mozilla