#include "config.h"
#include "VRDisplay.h"
#include "VRDisplayCapabilities.h"
#include "VREyeParameters.h"
#include "VRLayerInit.h"
#include "VRPose.h"
namespace WebCore {
Ref<VRDisplay> VRDisplay::create(ScriptExecutionContext& context)
{
auto display = adoptRef(*new VRDisplay(context));
display->suspendIfNeeded();
return display;
}
VRDisplay::VRDisplay(ScriptExecutionContext& context)
: ActiveDOMObject(&context)
, m_capabilities(VRDisplayCapabilities::create())
, m_eyeParameters(VREyeParameters::create())
{
}
VRDisplay::~VRDisplay() = default;
bool VRDisplay::isConnected() const
{
return false;
}
bool VRDisplay::isPresenting() const
{
return false;
}
const VRDisplayCapabilities& VRDisplay::capabilities() const
{
return m_capabilities;
}
VRStageParameters* VRDisplay::stageParameters() const
{
return nullptr;
}
const VREyeParameters& VRDisplay::getEyeParameters(VREye) const
{
return m_eyeParameters;
}
unsigned VRDisplay::displayId() const
{
return 0;
}
const String& VRDisplay::displayName() const
{
return emptyString();
}
bool VRDisplay::getFrameData(VRFrameData&) const
{
return false;
}
Ref<VRPose> VRDisplay::getPose() const
{
return VRPose::create();
}
void VRDisplay::resetPose()
{
}
double VRDisplay::depthNear() const
{
return 0;
}
void VRDisplay::setDepthNear(double)
{
}
double VRDisplay::depthFar() const
{
return 0;
}
void VRDisplay::setDepthFar(double)
{
}
long VRDisplay::requestAnimationFrame(Ref<RequestAnimationFrameCallback>&&)
{
return 0;
}
void VRDisplay::cancelAnimationFrame(unsigned)
{
}
void VRDisplay::requestPresent(const Vector<VRLayerInit>&, Ref<DeferredPromise>&&)
{
}
void VRDisplay::exitPresent(Ref<DeferredPromise>&&)
{
}
const Vector<VRLayerInit>& VRDisplay::getLayers() const
{
static auto mockLayers = makeNeverDestroyed(Vector<VRLayerInit> { });
return mockLayers;
}
void VRDisplay::submitFrame()
{
}
bool VRDisplay::hasPendingActivity() const
{
return false;
}
const char* VRDisplay::activeDOMObjectName() const
{
return "VRDisplay";
}
bool VRDisplay::canSuspendForDocumentSuspension() const
{
return false;
}
void VRDisplay::stop()
{
}
}