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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.
*/
#include "modules/gamepad/Gamepad.h"
#include <algorithm>
namespace blink {
Gamepad::Gamepad()
: index_(0),
timestamp_(0),
display_id_(0),
is_axis_data_dirty_(true),
is_button_data_dirty_(true) {}
Gamepad::~Gamepad() {}
const Gamepad::DoubleVector& Gamepad::axes() {
is_axis_data_dirty_ = false;
return axes_;
}
void Gamepad::SetAxes(unsigned count, const double* data) {
bool skip_update =
axes_.size() == count && std::equal(data, data + count, axes_.begin());
if (skip_update)
return;
axes_.resize(count);
if (count)
std::copy(data, data + count, axes_.begin());
is_axis_data_dirty_ = true;
}
const GamepadButtonVector& Gamepad::buttons() {
is_button_data_dirty_ = false;
return buttons_;
}
void Gamepad::SetButtons(unsigned count, const device::GamepadButton* data) {
bool skip_update =
buttons_.size() == count &&
std::equal(data, data + count, buttons_.begin(),
[](const device::GamepadButton& device_gamepad_button,
const Member<GamepadButton>& gamepad_button) {
return gamepad_button->IsEqual(device_gamepad_button);
});
if (skip_update)
return;
if (buttons_.size() != count) {
buttons_.resize(count);
for (unsigned i = 0; i < count; ++i)
buttons_[i] = GamepadButton::Create();
}
for (unsigned i = 0; i < count; ++i)
buttons_[i]->UpdateValuesFrom(data[i]);
is_button_data_dirty_ = true;
}
void Gamepad::SetVibrationActuator(
const device::GamepadHapticActuator& actuator) {
if (!actuator.not_null) {
if (vibration_actuator_)
vibration_actuator_ = nullptr;
return;
}
if (!vibration_actuator_)
vibration_actuator_ = GamepadHapticActuator::Create(index_);
vibration_actuator_->SetType(actuator.type);
}
void Gamepad::SetPose(const device::GamepadPose& pose) {
if (!pose.not_null) {
if (pose_)
pose_ = nullptr;
return;
}
if (!pose_)
pose_ = GamepadPose::Create();
pose_->SetPose(pose);
}
void Gamepad::SetHand(const device::GamepadHand& hand) {
switch (hand) {
case device::GamepadHand::kNone:
hand_ = "";
break;
case device::GamepadHand::kLeft:
hand_ = "left";
break;
case device::GamepadHand::kRight:
hand_ = "right";
break;
default:
NOTREACHED();
}
}
void Gamepad::Trace(blink::Visitor* visitor) {
visitor->Trace(buttons_);
visitor->Trace(vibration_actuator_);
visitor->Trace(pose_);
ScriptWrappable::Trace(visitor);
}
} // namespace blink