/* * Copyright (C) 2016 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 "UIGamepad.h" #if ENABLE(GAMEPAD) #include "GamepadData.h" #include <WebCore/PlatformGamepad.h> using namespace WebCore; namespace WebKit { UIGamepad::UIGamepad(WebCore::PlatformGamepad& platformGamepad) : m_index(platformGamepad.index()) , m_id(platformGamepad.id()) , m_lastUpdateTime(platformGamepad.lastUpdateTime()) { m_axisValues.resize(platformGamepad.axisValues().size()); m_buttonValues.resize(platformGamepad.buttonValues().size()); updateFromPlatformGamepad(platformGamepad); } void UIGamepad::updateFromPlatformGamepad(WebCore::PlatformGamepad& platformGamepad) { ASSERT(m_index == platformGamepad.index()); ASSERT(m_axisValues.size() == platformGamepad.axisValues().size()); ASSERT(m_buttonValues.size() == platformGamepad.buttonValues().size()); m_axisValues = platformGamepad.axisValues(); m_buttonValues = platformGamepad.buttonValues(); m_lastUpdateTime = platformGamepad.lastUpdateTime(); } GamepadData UIGamepad::condensedGamepadData() const { return { m_index, m_axisValues, m_buttonValues, m_lastUpdateTime }; } GamepadData UIGamepad::fullGamepadData() const { return { m_index, m_id, m_axisValues, m_buttonValues, m_lastUpdateTime }; } } #endif // ENABLE(GAMEPAD)