/* * 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. */ #ifdef UNSAFE_BUFFERS_BUILD // TODO(crbug.com/351564777): Remove this and convert code to safer constructs. #pragma allow_unsafe_buffers #endif #include "third_party/blink/renderer/modules/gamepad/gamepad.h" #include <algorithm> #include "base/trace_event/trace_event.h" #include "third_party/blink/renderer/core/timing/performance.h" #include "third_party/blink/renderer/modules/gamepad/gamepad_comparisons.h" #include "third_party/blink/renderer/platform/wtf/text/string_view.h" namespace blink { Gamepad::Gamepad(Client* client, int index, base::TimeTicks time_origin, base::TimeTicks time_floor) : … { … } Gamepad::~Gamepad() = default; void Gamepad::UpdateFromDeviceState(const device::Gamepad& device_gamepad, bool cross_origin_isolated_capability) { … } void Gamepad::SetMapping(device::GamepadMapping mapping) { … } const Gamepad::DoubleVector& Gamepad::axes() { … } void Gamepad::SetAxes(unsigned count, const double* data) { … } const GamepadButtonVector& Gamepad::buttons() { … } const GamepadTouchVector* Gamepad::touchEvents() { … } void Gamepad::SetTouchEvents(unsigned count, const device::GamepadTouch* data) { … } void Gamepad::SetButtons(unsigned count, const device::GamepadButton* data) { … } GamepadHapticActuator* Gamepad::vibrationActuator() const { … } void Gamepad::SetVibrationActuatorInfo( const device::GamepadHapticActuator& actuator) { … } // Convert the raw timestamp from the device to a relative one and apply the // floor. void Gamepad::SetTimestamp(const device::Gamepad& device_gamepad, bool cross_origin_isolated_capability) { … } void Gamepad::Trace(Visitor* visitor) const { … } } // namespace blink