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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.
*/
#include "config.h"
#include "Gamepad.h"
#if ENABLE(GAMEPAD)
#include "GamepadButton.h"
#include "PlatformGamepad.h"
#include <wtf/text/WTFString.h>
namespace WebCore {
Gamepad::Gamepad(const PlatformGamepad& platformGamepad)
: m_id(platformGamepad.id())
, m_index(platformGamepad.index())
, m_connected(true)
, m_timestamp(platformGamepad.lastUpdateTime())
, m_mapping(platformGamepad.mapping())
, m_axes(platformGamepad.axisValues().size(), 0.0)
{
unsigned buttonCount = platformGamepad.buttonValues().size();
m_buttons.reserveInitialCapacity(buttonCount);
for (unsigned i = 0; i < buttonCount; ++i)
m_buttons.uncheckedAppend(GamepadButton::create());
}
Gamepad::~Gamepad() = default;
const Vector<double>& Gamepad::axes() const
{
return m_axes;
}
const Vector<Ref<GamepadButton>>& Gamepad::buttons() const
{
return m_buttons;
}
void Gamepad::updateFromPlatformGamepad(const PlatformGamepad& platformGamepad)
{
for (unsigned i = 0; i < m_axes.size(); ++i)
m_axes[i] = platformGamepad.axisValues()[i].value();
for (unsigned i = 0; i < m_buttons.size(); ++i)
m_buttons[i]->setValue(platformGamepad.buttonValues()[i].value());
m_timestamp = platformGamepad.lastUpdateTime();
}
} // namespace WebCore
#endif // ENABLE(GAMEPAD)