ladybird/Libraries/LibWeb/Internals/InternalGamepad.h
ayeteadoe 454e6a6f7f LibWeb/Gamepad: Forward declare SDL components to fix Windows build
We have to prevent from including any SDL headers in LibWeb headers.
Otherwise there will be transitive Windows.h includes that will
re-declare some of our existing forward decls/defines in
LibCore/SocketAddressWindows.h
2025-09-02 11:11:12 +01:00

50 lines
1.4 KiB
C++

/*
* Copyright (c) 2025, Luke Wilde <luke@ladybird.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <LibWeb/Bindings/PlatformObject.h>
#include <LibWeb/Gamepad/SDLGamepadForward.h>
namespace Web::Internals {
class InternalGamepad : public Bindings::PlatformObject {
WEB_PLATFORM_OBJECT(InternalGamepad, Bindings::PlatformObject);
GC_DECLARE_ALLOCATOR(InternalGamepad);
public:
static GC::Ref<InternalGamepad> create(JS::Realm&);
virtual ~InternalGamepad() override;
Array<i32, 15> const& buttons();
Array<i32, 4> const& axes();
Array<i32, 2> const& triggers();
void set_button(int button, bool down);
void set_axis(int axis, short value);
GC::RootVector<JS::Object*> get_received_rumble_effects() const;
GC::RootVector<JS::Object*> get_received_rumble_trigger_effects() const;
void received_rumble(u16 low_frequency_rumble, u16 high_frequency_rumble);
void received_rumble_triggers(u16 left_rumble, u16 right_rumble);
void disconnect();
private:
InternalGamepad(JS::Realm&);
virtual void initialize(JS::Realm&) override;
virtual void visit_edges(Cell::Visitor&) override;
virtual void finalize() override;
SDL_JoystickID m_sdl_joystick_id;
SDL_Joystick* m_sdl_joystick;
Vector<GC::Ref<JS::Object>> m_received_rumble_effects;
Vector<GC::Ref<JS::Object>> m_received_rumble_trigger_effects;
};
}