/* * 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 "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