ladybird/Libraries/LibWeb/Gamepad/NavigatorGamepad.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

56 lines
1.8 KiB
C++

/*
* Copyright (c) 2025, Jelle Raaijmakers <jelle@ladybird.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <LibGC/Ptr.h>
#include <LibGC/RootVector.h>
#include <LibWeb/Forward.h>
#include <LibWeb/Gamepad/SDLGamepadForward.h>
#include <LibWeb/WebIDL/ExceptionOr.h>
namespace Web::Gamepad {
class NavigatorGamepadPartial {
public:
WebIDL::ExceptionOr<GC::RootVector<GC::Ptr<Gamepad>>> get_gamepads();
size_t select_an_unused_gamepad_index(Badge<Gamepad>);
void handle_gamepad_connected(SDL_JoystickID sdl_joystick_id);
void handle_gamepad_updated(Badge<EventHandler>, SDL_JoystickID sdl_joystick_id);
void handle_gamepad_disconnected(Badge<EventHandler>, SDL_JoystickID sdl_joystick_id);
bool has_gamepad_gesture() const { return m_has_gamepad_gesture; }
void set_has_gamepad_gesture(Badge<Gamepad>, bool);
GC::RootVector<GC::Ptr<Gamepad>> gamepads(Badge<Gamepad>) const;
protected:
void visit_edges(GC::Cell::Visitor& visitor);
void check_for_connected_gamepads();
private:
virtual ~NavigatorGamepadPartial() = default;
friend class HTML::Navigator;
// https://w3c.github.io/gamepad/#dfn-hasgamepadgesture
// A flag indicating that a gamepad user gesture has been observed
bool m_has_gamepad_gesture { false };
// https://w3c.github.io/gamepad/#dfn-gamepads
// Each Gamepad present at the index specified by its index attribute, or null for unassigned indices.
Vector<GC::Ptr<Gamepad>> m_gamepads;
// Non-standard attribute to know which gamepads are available to the system. This is used to prevent duplicate
// connections for the same gamepad ID (e.g. if the navigator object is initialized and checks for connected gamepads
// and also receives an SDL gamepad connected event)
Vector<SDL_JoystickID> m_available_gamepads;
};
}