ladybird/Libraries/LibWeb/Gamepad/Gamepad.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

156 lines
7.3 KiB
C++

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