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/*
* Copyright (C) 2014 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS''
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
* THE POSSIBILITY OF SUCH DAMAGE.
*/
#pragma once
#if ENABLE(GAMEPAD)
#include "GamepadHapticEffectType.h"
#include <wtf/MonotonicTime.h>
#include <wtf/RefCounted.h>
#include <wtf/Vector.h>
#include <wtf/WeakPtr.h>
#include <wtf/text/WTFString.h>
namespace WebCore {
class Document;
class GamepadButton;
class GamepadHapticActuator;
class PlatformGamepad;
class Gamepad: public RefCounted<Gamepad>, public CanMakeWeakPtr<Gamepad> {
public:
static Ref<Gamepad> create(Document* document, const PlatformGamepad& platformGamepad)
{
return adoptRef(*new Gamepad(document, platformGamepad));
}
~Gamepad();
const String& id() const { return m_id; }
unsigned index() const { return m_index; }
const String& mapping() const { return m_mapping; }
bool connected() const { return m_connected; }
double timestamp() const { return m_timestamp.secondsSinceEpoch().seconds(); }
const Vector<double>& axes() const;
const Vector<Ref<GamepadButton>>& buttons() const;
const GamepadHapticEffectTypeSet& supportedEffectTypes() const { return m_supportedEffectTypes; }
void updateFromPlatformGamepad(const PlatformGamepad&);
void setConnected(bool connected) { m_connected = connected; }
GamepadHapticActuator* vibrationActuator() { return m_vibrationActuator.get(); }
private:
Gamepad(Document*, const PlatformGamepad&);
String m_id;
unsigned m_index;
bool m_connected;
MonotonicTime m_timestamp;
String m_mapping;
GamepadHapticEffectTypeSet m_supportedEffectTypes;
Vector<double> m_axes;
Vector<Ref<GamepadButton>> m_buttons;
RefPtr<GamepadHapticActuator> m_vibrationActuator;
};
} // namespace WebCore
#endif // ENABLE(GAMEPAD)
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