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/*
* Copyright (C) 2025 Igalia S.L.
*
* 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 THE COPYRIGHT HOLDERS AND 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 THE COPYRIGHT
* HOLDER OR 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.
*/
#include "config.h"
#include "WPEGamepad.h"
#include "WPEEnumTypes.h"
#include <wtf/glib/WTFGType.h>
#include <wtf/text/CString.h>
/**
* WPEGamepad:
*
*/
struct _WPEGamepadPrivate {
CString name;
bool isMonitoringInput;
};
WEBKIT_DEFINE_ABSTRACT_TYPE(WPEGamepad, wpe_gamepad, G_TYPE_OBJECT)
enum {
PROP_0,
PROP_NAME,
N_PROPERTIES
};
static std::array<GParamSpec*, N_PROPERTIES> sObjProperties;
enum {
BUTTON_EVENT,
AXIS_EVENT,
LAST_SIGNAL
};
static std::array<unsigned, LAST_SIGNAL> signals;
static void wpeGamepadSetProperty(GObject* object, guint propId, const GValue* value, GParamSpec* paramSpec)
{
auto* gamepad = WPE_GAMEPAD(object);
switch (propId) {
case PROP_NAME:
gamepad->priv->name = g_value_get_string(value);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID(object, propId, paramSpec);
}
}
static void wpeGamepadGetProperty(GObject* object, guint propId, GValue* value, GParamSpec* paramSpec)
{
auto* gamepad = WPE_GAMEPAD(object);
switch (propId) {
case PROP_NAME:
g_value_set_string(value, wpe_gamepad_get_name(gamepad));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID(object, propId, paramSpec);
}
}
static void wpe_gamepad_class_init(WPEGamepadClass* gamepadClass)
{
GObjectClass* objectClass = G_OBJECT_CLASS(gamepadClass);
objectClass->set_property = wpeGamepadSetProperty;
objectClass->get_property = wpeGamepadGetProperty;
/**
* WPEGamepad:name:
*
* The name of the gamepad.
*/
sObjProperties[PROP_NAME] =
g_param_spec_string(
"name",
nullptr, nullptr,
nullptr,
static_cast<GParamFlags>(WEBKIT_PARAM_READWRITE | G_PARAM_CONSTRUCT_ONLY));
g_object_class_install_properties(objectClass, N_PROPERTIES, sObjProperties.data());
/**
* WPEGamepad::button-event:
* @gamepad: a #WPEGamepad
* @button: a #WPEGamepadButton
* @is_pressed: whether @button is pressed or not
*
* Emitted when a button is pressed or released.
*/
signals[BUTTON_EVENT] = g_signal_new(
"button-event",
G_TYPE_FROM_CLASS(gamepadClass),
G_SIGNAL_RUN_LAST,
0, nullptr, nullptr,
g_cclosure_marshal_generic,
G_TYPE_NONE, 2,
WPE_TYPE_GAMEPAD_BUTTON,
G_TYPE_BOOLEAN);
/**
* WPEGamepad::axis-event:
* @gamepad: a #WPEGamepad
* @axis: a #WPEGamepadAxis
* @value: the value of @axis
*
* Emitted when value of @axis changes.
*/
signals[AXIS_EVENT] = g_signal_new(
"axis-event",
G_TYPE_FROM_CLASS(gamepadClass),
G_SIGNAL_RUN_LAST,
0, nullptr, nullptr,
g_cclosure_marshal_generic,
G_TYPE_NONE, 2,
WPE_TYPE_GAMEPAD_AXIS,
G_TYPE_DOUBLE);
}
/**
* wpe_gamepad_get_name:
* @gamepad: a #WPEGamepad
*
* Get the @gamepad name.
*
* Returns: (transfer none): the gamepad name
*/
const char* wpe_gamepad_get_name(WPEGamepad* gamepad)
{
g_return_val_if_fail(WPE_IS_GAMEPAD(gamepad), nullptr);
return gamepad->priv->name.data();
}
/**
* wpe_gamepad_start_input_monitor:
* @gamepad: a #WPEGamepad
*
* Start monitoring input on @gamepad. Signals #WPEGamepad::button-event
* and #WPEGamepad::axis-event will not be emitted until this function
* is called.
*/
void wpe_gamepad_start_input_monitor(WPEGamepad* gamepad)
{
g_return_if_fail(WPE_IS_GAMEPAD(gamepad));
if (gamepad->priv->isMonitoringInput)
return;
gamepad->priv->isMonitoringInput = true;
auto* gamepadClass = WPE_GAMEPAD_GET_CLASS(gamepad);
if (gamepadClass->start_input_monitor)
gamepadClass->start_input_monitor(gamepad);
}
/**
* wpe_gamepad_stop_input_monitor:
* @gamepad: a #WPEGamepad
*
* Stop monitoring input on @gamepad. Signals #WPEGamepad::button-event
* and #WPEGamepad::axis-event will not be emitted after this function
* is called.
*/
void wpe_gamepad_stop_input_monitor(WPEGamepad* gamepad)
{
g_return_if_fail(WPE_IS_GAMEPAD(gamepad));
if (!gamepad->priv->isMonitoringInput)
return;
gamepad->priv->isMonitoringInput = false;
auto* gamepadClass = WPE_GAMEPAD_GET_CLASS(gamepad);
if (gamepadClass->stop_input_monitor)
gamepadClass->stop_input_monitor(gamepad);
}
/**
* wpe_gamepad_button_event:
* @gamepad: a #WPEGamepad
* @button: a #WPEGamepadButton
* @is_pressed: whether @button is pressed or not
*
* Emit the signal #WPEGamepad::button-event
*/
void wpe_gamepad_button_event(WPEGamepad* gamepad, WPEGamepadButton button, gboolean isPressed)
{
g_return_if_fail(WPE_IS_GAMEPAD(gamepad));
g_signal_emit(gamepad, signals[BUTTON_EVENT], 0, button, isPressed);
}
/**
* wpe_gamepad_axis_event:
* @gamepad: a #WPEGamepad
* @axis: a #WPEGamepadAxis
* @value: the value of @axis
*
* Emit the signal #WPEGamepad::axis-event
*/
void wpe_gamepad_axis_event(WPEGamepad* gamepad, WPEGamepadAxis axis, gdouble value)
{
g_return_if_fail(WPE_IS_GAMEPAD(gamepad));
g_return_if_fail(value >= -1. && value <= 1.);
g_signal_emit(gamepad, signals[AXIS_EVENT], 0, axis, value);
}
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