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/*
* Copyright (C) 2011, Google Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS'' AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS BE LIABLE
* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH
* DAMAGE.
*/
#ifndef Gamepad_h
#define Gamepad_h
#include "bindings/v8/ScriptWrappable.h"
#include "wtf/RefCounted.h"
#include "wtf/Vector.h"
#include "wtf/text/WTFString.h"
namespace WebCore {
class Gamepad: public RefCounted<Gamepad>, public ScriptWrappable {
public:
static PassRefPtr<Gamepad> create()
{
return adoptRef(new Gamepad);
}
~Gamepad();
typedef Vector<float> FloatVector;
const String& id() const { return m_id; }
void id(const String& id) { m_id = id; }
unsigned index() const { return m_index; }
void index(unsigned val) { m_index = val; }
unsigned long long timestamp() const { return m_timestamp; }
void timestamp(unsigned long long val) { m_timestamp = val; }
const FloatVector& axes() const { return m_axes; }
void axes(unsigned count, float* data);
const FloatVector& buttons() const { return m_buttons; }
void buttons(unsigned count, float* data);
private:
Gamepad();
String m_id;
unsigned m_index;
unsigned long long m_timestamp;
FloatVector m_axes;
FloatVector m_buttons;
};
} // namespace WebCore
#endif // Gamepad_h