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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
156 lines
7.3 KiB
C++
156 lines
7.3 KiB
C++
/*
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* Copyright (c) 2025, Jelle Raaijmakers <jelle@ladybird.org>
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* Copyright (c) 2025, Luke Wilde <luke@ladybird.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <LibWeb/Bindings/GamepadPrototype.h>
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#include <LibWeb/Bindings/PlatformObject.h>
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#include <LibWeb/Gamepad/SDLGamepadForward.h>
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#include <LibWeb/HighResolutionTime/DOMHighResTimeStamp.h>
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namespace Web::Gamepad {
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// https://w3c.github.io/gamepad/#dom-gamepad
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class Gamepad final : public Bindings::PlatformObject {
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WEB_PLATFORM_OBJECT(Gamepad, Bindings::PlatformObject);
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GC_DECLARE_ALLOCATOR(Gamepad);
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public:
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static GC::Ref<Gamepad> create(JS::Realm&, SDL_JoystickID);
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SDL_JoystickID sdl_joystick_id() const { return m_sdl_joystick_id; }
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SDL_Gamepad* sdl_gamepad() const { return m_sdl_gamepad; }
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Utf16String const& id() const { return m_id; }
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size_t index() const { return m_index; }
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bool connected() const { return m_connected; }
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void set_connected(Badge<NavigatorGamepadPartial>, bool);
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HighResolutionTime::DOMHighResTimeStamp timestamp() const { return m_timestamp; }
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void set_timestamp(Badge<NavigatorGamepadPartial>, HighResolutionTime::DOMHighResTimeStamp);
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bool exposed() const { return m_exposed; }
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void set_exposed(Badge<NavigatorGamepadPartial>, bool);
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Bindings::GamepadMappingType mapping() const { return m_mapping; }
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Vector<double> const& axes() const { return m_axes; }
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Vector<GC::Ref<GamepadButton>> const& buttons() const { return m_buttons; }
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GC::Ref<GamepadHapticActuator> vibration_actuator() const;
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void update_gamepad_state(Badge<NavigatorGamepadPartial>);
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private:
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explicit Gamepad(JS::Realm&, SDL_JoystickID);
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virtual void initialize(JS::Realm&) override;
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virtual void visit_edges(Cell::Visitor&) override;
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virtual void finalize() override;
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void select_a_mapping();
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void initialize_axes();
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void initialize_buttons();
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void map_and_normalize_axes();
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void map_and_normalize_buttons();
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bool contains_gamepad_user_gesture();
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// https://w3c.github.io/gamepad/#dom-gamepad-id
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// An identification string for the gamepad. This string identifies the brand or style of connected gamepad device.
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// The exact format of the id string is left unspecified. It is RECOMMENDED that the user agent select a string
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// that identifies the product without uniquely identifying the device. For example, a USB gamepad may be
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// identified by its idVendor and idProduct values. Unique identifiers like serial numbers or Bluetooth device
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// addresses MUST NOT be included in the id string.
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Utf16String m_id;
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// https://w3c.github.io/gamepad/#dom-gamepad-index
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// The index of the gamepad in the Navigator. When multiple gamepads are connected to a user agent, indices MUST be
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// assigned on a first-come, first-serve basis, starting at zero. If a gamepad is disconnected, previously assigned
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// indices MUST NOT be reassigned to gamepads that continue to be connected. However, if a gamepad is disconnected,
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// and subsequently the same or a different gamepad is then connected, the lowest previously used index MUST be
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// reused.
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size_t m_index { 0 };
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// https://w3c.github.io/gamepad/#dfn-connected
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// A flag indicating that the device is connected to the system
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bool m_connected { false };
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// https://w3c.github.io/gamepad/#dfn-timestamp
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// The last time data for this Gamepad was updated
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HighResolutionTime::DOMHighResTimeStamp m_timestamp { 0.0 };
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// https://w3c.github.io/gamepad/#dfn-axes
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// A sequence of double values representing the current state of axes exposed by this device.
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// https://w3c.github.io/gamepad/#dom-gamepad-axes
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// Array of values for all axes of the gamepad. All axis values MUST be linearly normalized to the range [-1 .. 1].
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// If the controller is perpendicular to the ground with the directional stick pointing up, -1 SHOULD correspond to
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// "forward" or "left", and 1 SHOULD correspond to "backward" or "right". Axes that are drawn from a 2D input
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// device SHOULD appear next to each other in the axes array, X then Y. It is RECOMMENDED that axes appear in
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// decreasing order of importance, such that element 0 and 1 typically represent the X and Y axis of a directional
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// stick. The same object MUST be returned until the user agent needs to return different values (or values in a
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// different order).
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// FIXME: Our current FrozenArray implementation only supports returning new objects everytime.
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Vector<double> m_axes;
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// https://w3c.github.io/gamepad/#dfn-axismapping
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// Mapping from unmapped axis index to an index in the axes array
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HashMap<size_t, size_t> m_axis_mapping;
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// https://w3c.github.io/gamepad/#dfn-axisminimums
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// A list containing the minimum logical value for each axis
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// NOTE: While the Gamepad API internally uses u32 to represent raw axis values, SDL uses i16 for axes.
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Vector<i16> m_axis_minimums;
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// https://w3c.github.io/gamepad/#dfn-axismaximums
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// A list containing the maximum logical value for each axis
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// NOTE: While the Gamepad API internally uses u32 to represent raw axis values, SDL uses i16 for axes.
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Vector<i16> m_axis_maximums;
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// https://w3c.github.io/gamepad/#dfn-buttons
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// A sequence of GamepadButton objects representing the current state of buttons exposed by this device
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// Array of button states for all buttons of the gamepad. It is RECOMMENDED that buttons appear in decreasing
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// importance such that the primary button, secondary button, tertiary button, and so on appear as elements 0, 1,
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// 2, ... in the buttons array. The same object MUST be returned until the user agent needs to return different
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// values (or values in a different order).
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// FIXME: Our current FrozenArray implementation only supports returning new objects everytime.
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Vector<GC::Ref<GamepadButton>> m_buttons;
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// https://w3c.github.io/gamepad/#dfn-buttonmapping
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// Mapping from unmapped button index to an index in the buttons array
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HashMap<size_t, size_t> m_button_mapping;
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// https://w3c.github.io/gamepad/#dfn-buttonminimums
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// A list containing the minimum logical value for each button.
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// NOTE: While the Gamepad API internally uses u32 to represent raw button values, SDL uses bool for buttons and
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// i16 for axes. The left and right triggers are buttons in the Gamepad API.
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Vector<i16> m_button_minimums;
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// https://w3c.github.io/gamepad/#dfn-buttonmaximums
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// A list containing the maximum logical value for each button
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Vector<i16> m_button_maximums;
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// https://w3c.github.io/gamepad/#dfn-exposed
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// A flag indicating that the Gamepad object has been exposed to script
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bool m_exposed { false };
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// https://w3c.github.io/gamepad/#dfn-vibrationactuator
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GC::Ptr<GamepadHapticActuator> m_vibration_actuator;
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// https://w3c.github.io/gamepad/#dom-gamepad-mapping
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// The mapping in use for this device. If the user agent has knowledge of the layout of the device, then it SHOULD
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// indicate that a mapping is in use by setting mapping to the corresponding GamepadMappingType value.
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Bindings::GamepadMappingType m_mapping { Bindings::GamepadMappingType::Standard };
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SDL_JoystickID m_sdl_joystick_id { 0 };
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SDL_Gamepad* m_sdl_gamepad { nullptr };
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};
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}
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