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| 1 // Copyright 2014 The Chromium Authors. All rights reserved. | 1 // Copyright 2014 The Chromium Authors. All rights reserved. |
| 2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
| 3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
| 4 | 4 |
| 5 #ifndef WebKitGamepad_h | 5 #ifndef WebKitGamepad_h |
| 6 #define WebKitGamepad_h | 6 #define WebKitGamepad_h |
| 7 | 7 |
| 8 #include "bindings/v8/ScriptWrappable.h" | 8 #include "modules/gamepad/Gamepad.h" |
| 9 #include "heap/Handle.h" | |
| 10 #include "public/platform/WebGamepad.h" | |
| 11 #include "wtf/RefCounted.h" | |
| 12 #include "wtf/Vector.h" | 9 #include "wtf/Vector.h" |
| 13 #include "wtf/text/WTFString.h" | |
| 14 | 10 |
| 15 namespace WebCore { | 11 namespace WebCore { |
| 16 | 12 |
| 17 class WebKitGamepad FINAL : public RefCountedWillBeGarbageCollectedFinalized<Web KitGamepad>, public ScriptWrappable { | 13 // Inherit from concrete Gamepad class (instead of factoring out an abstract |
| 14 // GamepadCommon class) so Gamepad is simple (unfactored) and low-cruft. | |
| 15 class WebKitGamepad : public Gamepad { | |
| 18 public: | 16 public: |
| 19 static PassRefPtrWillBeRawPtr<WebKitGamepad> create() | 17 static PassRefPtrWillBeRawPtr<WebKitGamepad> create() |
| 20 { | 18 { |
| 21 return adoptRefWillBeNoop(new WebKitGamepad); | 19 return adoptRefWillBeNoop(new WebKitGamepad); |
| 22 } | 20 } |
| 23 ~WebKitGamepad(); | |
| 24 | 21 |
| 25 typedef Vector<float> FloatVector; | 22 typedef Vector<float> FloatVector; |
| 26 | 23 |
| 27 const String& id() const { return m_id; } | |
| 28 void setId(const String& id) { m_id = id; } | |
| 29 | |
| 30 unsigned index() const { return m_index; } | |
| 31 void setIndex(unsigned val) { m_index = val; } | |
| 32 | |
| 33 bool connected() const { return m_connected; } | |
| 34 void setConnected(bool val) { m_connected = val; } | |
| 35 | |
| 36 unsigned long long timestamp() const { return m_timestamp; } | |
| 37 void setTimestamp(unsigned long long val) { m_timestamp = val; } | |
| 38 | |
| 39 const String& mapping() const { return m_mapping; } | |
| 40 void setMapping(const String& val) { m_mapping = val; } | |
| 41 | |
| 42 const FloatVector& axes() const { return m_axes; } | |
| 43 void setAxes(unsigned count, const float* data); | |
| 44 | |
| 45 const FloatVector& buttons() const { return m_buttons; } | 24 const FloatVector& buttons() const { return m_buttons; } |
| 46 void setButtons(unsigned count, const blink::WebGamepadButton* data); | 25 void setButtons(unsigned count, const blink::WebGamepadButton* data); |
| 47 | 26 |
| 48 void trace(Visitor*); | 27 void trace(Visitor*) { }; |
| 49 | 28 |
| 50 private: | 29 private: |
| 51 WebKitGamepad(); | 30 WebKitGamepad() |
| 52 String m_id; | 31 { |
| 53 unsigned m_index; | 32 ScriptWrappable::init(this); |
|
haraken
2014/03/13 06:29:39
As discussed offline, we don't want to call Script
Nils Barth (inactive)
2014/03/13 06:42:21
kouhei will elaborate;
sounds like simplest/best a
| |
| 54 bool m_connected; | 33 } |
| 55 unsigned long long m_timestamp; | |
| 56 String m_mapping; | |
| 57 FloatVector m_axes; | |
| 58 FloatVector m_buttons; | 34 FloatVector m_buttons; |
| 59 }; | 35 }; |
| 60 | 36 |
| 61 } // namespace WebCore | 37 } // namespace WebCore |
| 62 | 38 |
| 63 #endif // WebKitGamepad_h | 39 #endif // WebKitGamepad_h |
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