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