/* * 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_axes.resize(platformGamepad.axisValues().size()); unsigned buttonCount = platformGamepad.buttonValues().size(); for (unsigned i = 0; i < buttonCount; ++i) m_buttons.append(GamepadButton::create()); } Gamepad::~Gamepad() { } 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]; for (unsigned i = 0; i < m_buttons.size(); ++i) m_buttons[i]->setValue(platformGamepad.buttonValues()[i]); m_timestamp = platformGamepad.lastUpdateTime(); } } // namespace WebCore #endif // ENABLE(GAMEPAD)