GamepadsChromium.cpp   [plain text]


/*
 * 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
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 * 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
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#include "config.h"
#include "Gamepads.h"

#if ENABLE(GAMEPAD)

#include "GamepadList.h"

#include <public/Platform.h>

namespace WebCore {

class GamepadList;

void sampleGamepads(GamepadList* into)
{
    WebKit::WebGamepads gamepads;

    WebKit::Platform::current()->sampleGamepads(gamepads);

    for (unsigned i = 0; i < WebKit::WebGamepads::itemsLengthCap; ++i) {
        WebKit::WebGamepad& webGamepad = gamepads.items[i];
        if (i < gamepads.length && webGamepad.connected) {
            RefPtr<Gamepad> gamepad = into->item(i);
            if (!gamepad)
                gamepad = Gamepad::create();
            gamepad->id(webGamepad.id);
            gamepad->index(i);
            gamepad->timestamp(webGamepad.timestamp);
            gamepad->axes(webGamepad.axesLength, webGamepad.axes);
            gamepad->buttons(webGamepad.buttonsLength, webGamepad.buttons);
            into->set(i, gamepad);
        } else
            into->set(i, 0);
    }
}

}

#endif