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/*
* Copyright (C) 2016 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.
*/
#include "config.h"
#include "UIGamepad.h"
#if ENABLE(GAMEPAD)
#include "GamepadData.h"
#include <WebCore/PlatformGamepad.h>
namespace WebKit {
using namespace WebCore;
UIGamepad::UIGamepad(WebCore::PlatformGamepad& platformGamepad)
: m_index(platformGamepad.index())
, m_id(platformGamepad.id())
, m_lastUpdateTime(platformGamepad.lastUpdateTime())
{
m_axisValues.resize(platformGamepad.axisValues().size());
m_buttonValues.resize(platformGamepad.buttonValues().size());
updateFromPlatformGamepad(platformGamepad);
}
void UIGamepad::updateFromPlatformGamepad(WebCore::PlatformGamepad& platformGamepad)
{
ASSERT(m_index == platformGamepad.index());
ASSERT(m_axisValues.size() == platformGamepad.axisValues().size());
ASSERT(m_buttonValues.size() == platformGamepad.buttonValues().size());
m_axisValues = platformGamepad.axisValues();
m_buttonValues = platformGamepad.buttonValues();
m_lastUpdateTime = platformGamepad.lastUpdateTime();
}
GamepadData UIGamepad::condensedGamepadData() const
{
return { m_index, m_axisValues, m_buttonValues, m_lastUpdateTime };
}
GamepadData UIGamepad::fullGamepadData() const
{
return { m_index, m_id, m_axisValues, m_buttonValues, m_lastUpdateTime };
}
}
#endif // ENABLE(GAMEPAD)