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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
50 lines
1.4 KiB
C++
50 lines
1.4 KiB
C++
/*
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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/PlatformObject.h>
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#include <LibWeb/Gamepad/SDLGamepadForward.h>
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namespace Web::Internals {
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class InternalGamepad : public Bindings::PlatformObject {
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WEB_PLATFORM_OBJECT(InternalGamepad, Bindings::PlatformObject);
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GC_DECLARE_ALLOCATOR(InternalGamepad);
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public:
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static GC::Ref<InternalGamepad> create(JS::Realm&);
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virtual ~InternalGamepad() override;
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Array<i32, 15> const& buttons();
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Array<i32, 4> const& axes();
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Array<i32, 2> const& triggers();
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void set_button(int button, bool down);
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void set_axis(int axis, short value);
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GC::RootVector<JS::Object*> get_received_rumble_effects() const;
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GC::RootVector<JS::Object*> get_received_rumble_trigger_effects() const;
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void received_rumble(u16 low_frequency_rumble, u16 high_frequency_rumble);
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void received_rumble_triggers(u16 left_rumble, u16 right_rumble);
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void disconnect();
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private:
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InternalGamepad(JS::Realm&);
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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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SDL_JoystickID m_sdl_joystick_id;
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SDL_Joystick* m_sdl_joystick;
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Vector<GC::Ref<JS::Object>> m_received_rumble_effects;
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Vector<GC::Ref<JS::Object>> m_received_rumble_trigger_effects;
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};
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}
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