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// Copyright (C) 2011, Google 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.
#ifndef WebGamepad_h
#define WebGamepad_h
#include "WebCommon.h"
namespace blink {
#pragma pack(push, 1)
class WebGamepadButton {
public:
WebGamepadButton()
: pressed(false)
, touched(false)
, value(0.)
{
}
WebGamepadButton(bool pressed, bool touched, double value)
: pressed(pressed)
, touched(touched)
, value(value)
{
}
bool pressed;
bool touched;
double value;
};
class WebGamepadVector {
public:
WebGamepadVector()
: notNull(false)
{
}
bool notNull;
float x, y, z;
};
class WebGamepadQuaternion {
public:
WebGamepadQuaternion()
: notNull(false)
{
}
bool notNull;
float x, y, z, w;
};
class WebGamepadPose {
public:
WebGamepadPose()
: notNull(false)
{
}
bool notNull;
bool hasOrientation;
bool hasPosition;
WebGamepadQuaternion orientation;
WebGamepadVector position;
WebGamepadVector angularVelocity;
WebGamepadVector linearVelocity;
WebGamepadVector angularAcceleration;
WebGamepadVector linearAcceleration;
};
enum WebGamepadHand {
GamepadHandNone = 0,
GamepadHandLeft = 1,
GamepadHandRight = 2
};
// This structure is intentionally POD and fixed size so that it can be shared
// memory between hardware polling threads and the rest of the browser. See
// also WebGamepads.h.
class WebGamepad {
public:
static const size_t idLengthCap = 128;
static const size_t mappingLengthCap = 16;
static const size_t axesLengthCap = 16;
static const size_t buttonsLengthCap = 32;
WebGamepad()
: connected(false)
, timestamp(0)
, axesLength(0)
, buttonsLength(0)
{
id[0] = 0;
mapping[0] = 0;
}
// Is there a gamepad connected at this index?
bool connected;
// Device identifier (based on manufacturer, model, etc.).
WebUChar id[idLengthCap];
// Monotonically increasing value referring to when the data were last
// updated.
unsigned long long timestamp;
// Number of valid entries in the axes array.
unsigned axesLength;
// Normalized values representing axes, in the range [-1..1].
double axes[axesLengthCap];
// Number of valid entries in the buttons array.
unsigned buttonsLength;
// Button states
WebGamepadButton buttons[buttonsLengthCap];
// Mapping type (for example "standard")
WebUChar mapping[mappingLengthCap];
WebGamepadPose pose;
WebGamepadHand hand;
unsigned displayId;
};
#pragma pack(pop)
}
#endif // WebGamepad_h