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Side by Side Diff: third_party/WebKit/Source/modules/gamepad/GamepadPose.h

Issue 2808093006: [Device Service] Move Gamepad Blink headers to be part of the Gamepad client library (Closed)
Patch Set: rebase and address comments Created 3 years, 8 months ago
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1 // Copyright 2016 The Chromium Authors. All rights reserved. 1 // Copyright 2016 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 GamepadPose_h 5 #ifndef GamepadPose_h
6 #define GamepadPose_h 6 #define GamepadPose_h
7 7
8 #include "bindings/core/v8/ScriptWrappable.h" 8 #include "bindings/core/v8/ScriptWrappable.h"
9 #include "core/dom/DOMTypedArray.h" 9 #include "core/dom/DOMTypedArray.h"
10 #include "device/gamepad/public/cpp/gamepad.h"
10 #include "platform/heap/Handle.h" 11 #include "platform/heap/Handle.h"
11 #include "platform/wtf/Forward.h" 12 #include "platform/wtf/Forward.h"
12 #include "public/platform/WebGamepad.h"
13 13
14 namespace blink { 14 namespace blink {
15 15
16 class GamepadPose final : public GarbageCollected<GamepadPose>, 16 class GamepadPose final : public GarbageCollected<GamepadPose>,
17 public ScriptWrappable { 17 public ScriptWrappable {
18 DEFINE_WRAPPERTYPEINFO(); 18 DEFINE_WRAPPERTYPEINFO();
19 19
20 public: 20 public:
21 static GamepadPose* Create() { return new GamepadPose(); } 21 static GamepadPose* Create() { return new GamepadPose(); }
22 22
23 bool hasOrientation() const { return has_orientation_; } 23 bool hasOrientation() const { return has_orientation_; }
24 bool hasPosition() const { return has_position_; } 24 bool hasPosition() const { return has_position_; }
25 25
26 DOMFloat32Array* orientation() const { return orientation_; } 26 DOMFloat32Array* orientation() const { return orientation_; }
27 DOMFloat32Array* position() const { return position_; } 27 DOMFloat32Array* position() const { return position_; }
28 DOMFloat32Array* angularVelocity() const { return angular_velocity_; } 28 DOMFloat32Array* angularVelocity() const { return angular_velocity_; }
29 DOMFloat32Array* linearVelocity() const { return linear_velocity_; } 29 DOMFloat32Array* linearVelocity() const { return linear_velocity_; }
30 DOMFloat32Array* angularAcceleration() const { return angular_acceleration_; } 30 DOMFloat32Array* angularAcceleration() const { return angular_acceleration_; }
31 DOMFloat32Array* linearAcceleration() const { return linear_acceleration_; } 31 DOMFloat32Array* linearAcceleration() const { return linear_acceleration_; }
32 32
33 void SetPose(const WebGamepadPose& state); 33 void SetPose(const device::GamepadPose& state);
34 34
35 DECLARE_VIRTUAL_TRACE(); 35 DECLARE_VIRTUAL_TRACE();
36 36
37 private: 37 private:
38 GamepadPose(); 38 GamepadPose();
39 39
40 bool has_orientation_; 40 bool has_orientation_;
41 bool has_position_; 41 bool has_position_;
42 42
43 Member<DOMFloat32Array> orientation_; 43 Member<DOMFloat32Array> orientation_;
44 Member<DOMFloat32Array> position_; 44 Member<DOMFloat32Array> position_;
45 Member<DOMFloat32Array> angular_velocity_; 45 Member<DOMFloat32Array> angular_velocity_;
46 Member<DOMFloat32Array> linear_velocity_; 46 Member<DOMFloat32Array> linear_velocity_;
47 Member<DOMFloat32Array> angular_acceleration_; 47 Member<DOMFloat32Array> angular_acceleration_;
48 Member<DOMFloat32Array> linear_acceleration_; 48 Member<DOMFloat32Array> linear_acceleration_;
49 }; 49 };
50 50
51 } // namespace blink 51 } // namespace blink
52 52
53 #endif // VRPose_h 53 #endif // VRPose_h
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