Mypal/dom/gamepad/GamepadPoseState.h

90 lines
2.6 KiB
C++

#ifndef mozilla_dom_gamepad_GamepadPoseState_h_
#define mozilla_dom_gamepad_GamepadPoseState_h_
#include "mozilla/TypedEnumBits.h"
namespace mozilla{
namespace dom{
enum class GamepadCapabilityFlags : uint16_t {
Cap_None = 0,
/**
* Cap_Position is set if the Gamepad is capable of tracking its position.
*/
Cap_Position = 1 << 1,
/**
* Cap_Orientation is set if the Gamepad is capable of tracking its orientation.
*/
Cap_Orientation = 1 << 2,
/**
* Cap_AngularAcceleration is set if the Gamepad is capable of tracking its
* angular acceleration.
*/
Cap_AngularAcceleration = 1 << 3,
/**
* Cap_LinearAcceleration is set if the Gamepad is capable of tracking its
* linear acceleration.
*/
Cap_LinearAcceleration = 1 << 4,
/**
* Cap_All used for validity checking during IPC serialization
*/
Cap_All = (1 << 5) - 1
};
MOZ_MAKE_ENUM_CLASS_BITWISE_OPERATORS(GamepadCapabilityFlags)
struct GamepadPoseState
{
GamepadCapabilityFlags flags;
float orientation[4];
float position[3];
float angularVelocity[3];
float angularAcceleration[3];
float linearVelocity[3];
float linearAcceleration[3];
GamepadPoseState()
{
Clear();
}
bool operator==(const GamepadPoseState& aPose) const
{
return flags == aPose.flags
&& orientation[0] == aPose.orientation[0]
&& orientation[1] == aPose.orientation[1]
&& orientation[2] == aPose.orientation[2]
&& orientation[3] == aPose.orientation[3]
&& position[0] == aPose.position[0]
&& position[1] == aPose.position[1]
&& position[2] == aPose.position[2]
&& angularVelocity[0] == aPose.angularVelocity[0]
&& angularVelocity[1] == aPose.angularVelocity[1]
&& angularVelocity[2] == aPose.angularVelocity[2]
&& angularAcceleration[0] == aPose.angularAcceleration[0]
&& angularAcceleration[1] == aPose.angularAcceleration[1]
&& angularAcceleration[2] == aPose.angularAcceleration[2]
&& linearVelocity[0] == aPose.linearVelocity[0]
&& linearVelocity[1] == aPose.linearVelocity[1]
&& linearVelocity[2] == aPose.linearVelocity[2]
&& linearAcceleration[0] == aPose.linearAcceleration[0]
&& linearAcceleration[1] == aPose.linearAcceleration[1]
&& linearAcceleration[2] == aPose.linearAcceleration[2];
}
bool operator!=(const GamepadPoseState& aPose) const
{
return !(*this == aPose);
}
void Clear() {
memset(this, 0, sizeof(GamepadPoseState));
}
};
}// namespace dom
}// namespace mozilla
#endif // mozilla_dom_gamepad_GamepadPoseState_h_