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+/*
+ * 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)