chromium/out/Default/gen/device/gamepad/public/mojom/gamepad.mojom.h

// device/gamepad/public/mojom/gamepad.mojom.h is auto generated by mojom_bindings_generator.py, do not edit

// Copyright 2013 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.

#ifndef DEVICE_GAMEPAD_PUBLIC_MOJOM_GAMEPAD_MOJOM_H_
#define DEVICE_GAMEPAD_PUBLIC_MOJOM_GAMEPAD_MOJOM_H_

#include <stdint.h>

#include <limits>
#include <optional>
#include <type_traits>
#include <utility>

#include "base/types/cxx23_to_underlying.h"
#include "mojo/public/cpp/bindings/clone_traits.h"
#include "mojo/public/cpp/bindings/equals_traits.h"
#include "mojo/public/cpp/bindings/lib/serialization.h"
#include "mojo/public/cpp/bindings/struct_ptr.h"
#include "mojo/public/cpp/bindings/struct_traits.h"
#include "mojo/public/cpp/bindings/union_traits.h"

#include "third_party/perfetto/include/perfetto/tracing/traced_value_forward.h"

#include "device/gamepad/public/mojom/gamepad.mojom-features.h"  // IWYU pragma: export
#include "device/gamepad/public/mojom/gamepad.mojom-shared.h"  // IWYU pragma: export
#include "device/gamepad/public/mojom/gamepad.mojom-forward.h"  // IWYU pragma: export
#include "mojo/public/mojom/base/shared_memory.mojom.h"
#include <string>
#include <vector>

#include "mojo/public/cpp/bindings/lib/control_message_handler.h"
#include "mojo/public/cpp/bindings/lib/message_size_estimator.h"
#include "mojo/public/cpp/bindings/raw_ptr_impl_ref_traits.h"


#include "device/gamepad/public/cpp/gamepad_mojom_traits.h"
#include "base/component_export.h"




namespace device::mojom {

class GamepadObserverProxy;

template <typename ImplRefTraits>
class GamepadObserverStub;

class GamepadObserverRequestValidator;


class COMPONENT_EXPORT(GAMEPAD_MOJOM) GamepadObserver
    : public GamepadObserverInterfaceBase {};

class GamepadMonitorProxy;

template <typename ImplRefTraits>
class GamepadMonitorStub;

class GamepadMonitorRequestValidator;
class GamepadMonitorResponseValidator;


class COMPONENT_EXPORT(GAMEPAD_MOJOM) GamepadMonitor
    : public GamepadMonitorInterfaceBase {};

class GamepadHapticsManagerProxy;

template <typename ImplRefTraits>
class GamepadHapticsManagerStub;

class GamepadHapticsManagerRequestValidator;
class GamepadHapticsManagerResponseValidator;


class COMPONENT_EXPORT(GAMEPAD_MOJOM) GamepadHapticsManager
    : public GamepadHapticsManagerInterfaceBase {};



class COMPONENT_EXPORT(GAMEPAD_MOJOM) GamepadObserverProxy
    : public GamepadObserver {};



class COMPONENT_EXPORT(GAMEPAD_MOJOM) GamepadMonitorProxy
    : public GamepadMonitor {};



class COMPONENT_EXPORT(GAMEPAD_MOJOM) GamepadHapticsManagerProxy
    : public GamepadHapticsManager {};
class COMPONENT_EXPORT(GAMEPAD_MOJOM) GamepadObserverStubDispatch {};

template <typename ImplRefTraits =
              mojo::RawPtrImplRefTraits<GamepadObserver>>
class GamepadObserverStub
    : public mojo::MessageReceiverWithResponderStatus {
 public:
  using ImplPointerType = typename ImplRefTraits::PointerType;

  GamepadObserverStub() = default;
  ~GamepadObserverStub() override = default;

  void set_sink(ImplPointerType sink) {}
  ImplPointerType& sink() {}

  bool Accept(mojo::Message* message) override {}

  bool AcceptWithResponder(
      mojo::Message* message,
      std::unique_ptr<mojo::MessageReceiverWithStatus> responder) override {}

 private:
  ImplPointerType sink_;
};
class COMPONENT_EXPORT(GAMEPAD_MOJOM) GamepadMonitorStubDispatch {};

template <typename ImplRefTraits =
              mojo::RawPtrImplRefTraits<GamepadMonitor>>
class GamepadMonitorStub
    : public mojo::MessageReceiverWithResponderStatus {
 public:
  using ImplPointerType = typename ImplRefTraits::PointerType;

  GamepadMonitorStub() = default;
  ~GamepadMonitorStub() override = default;

  void set_sink(ImplPointerType sink) {}
  ImplPointerType& sink() {}

  bool Accept(mojo::Message* message) override {}

  bool AcceptWithResponder(
      mojo::Message* message,
      std::unique_ptr<mojo::MessageReceiverWithStatus> responder) override {}

 private:
  ImplPointerType sink_;
};
class COMPONENT_EXPORT(GAMEPAD_MOJOM) GamepadHapticsManagerStubDispatch {};

template <typename ImplRefTraits =
              mojo::RawPtrImplRefTraits<GamepadHapticsManager>>
class GamepadHapticsManagerStub
    : public mojo::MessageReceiverWithResponderStatus {
 public:
  using ImplPointerType = typename ImplRefTraits::PointerType;

  GamepadHapticsManagerStub() = default;
  ~GamepadHapticsManagerStub() override = default;

  void set_sink(ImplPointerType sink) {}
  ImplPointerType& sink() {}

  bool Accept(mojo::Message* message) override {}

  bool AcceptWithResponder(
      mojo::Message* message,
      std::unique_ptr<mojo::MessageReceiverWithStatus> responder) override {}

 private:
  ImplPointerType sink_;
};
class COMPONENT_EXPORT(GAMEPAD_MOJOM) GamepadObserverRequestValidator : public mojo::MessageReceiver {};
class COMPONENT_EXPORT(GAMEPAD_MOJOM) GamepadMonitorRequestValidator : public mojo::MessageReceiver {};
class COMPONENT_EXPORT(GAMEPAD_MOJOM) GamepadHapticsManagerRequestValidator : public mojo::MessageReceiver {};
class COMPONENT_EXPORT(GAMEPAD_MOJOM) GamepadMonitorResponseValidator : public mojo::MessageReceiver {};
class COMPONENT_EXPORT(GAMEPAD_MOJOM) GamepadHapticsManagerResponseValidator : public mojo::MessageReceiver {};





class COMPONENT_EXPORT(GAMEPAD_MOJOM) GamepadQuaternion {};

// The comparison operators are templates, so they are only instantiated if they
// are used. Thus, the bindings generator does not need to know whether
// comparison operators are available for members.
template <typename T, GamepadQuaternion::EnableIfSame<T>* = nullptr>
bool operator<(const T& lhs, const T& rhs);

template <typename T, GamepadQuaternion::EnableIfSame<T>* = nullptr>
bool operator<=(const T& lhs, const T& rhs) {}

template <typename T, GamepadQuaternion::EnableIfSame<T>* = nullptr>
bool operator>(const T& lhs, const T& rhs) {}

template <typename T, GamepadQuaternion::EnableIfSame<T>* = nullptr>
bool operator>=(const T& lhs, const T& rhs) {}





class COMPONENT_EXPORT(GAMEPAD_MOJOM) GamepadVector {};

// The comparison operators are templates, so they are only instantiated if they
// are used. Thus, the bindings generator does not need to know whether
// comparison operators are available for members.
template <typename T, GamepadVector::EnableIfSame<T>* = nullptr>
bool operator<(const T& lhs, const T& rhs);

template <typename T, GamepadVector::EnableIfSame<T>* = nullptr>
bool operator<=(const T& lhs, const T& rhs) {}

template <typename T, GamepadVector::EnableIfSame<T>* = nullptr>
bool operator>(const T& lhs, const T& rhs) {}

template <typename T, GamepadVector::EnableIfSame<T>* = nullptr>
bool operator>=(const T& lhs, const T& rhs) {}





class COMPONENT_EXPORT(GAMEPAD_MOJOM) GamepadButton {};

// The comparison operators are templates, so they are only instantiated if they
// are used. Thus, the bindings generator does not need to know whether
// comparison operators are available for members.
template <typename T, GamepadButton::EnableIfSame<T>* = nullptr>
bool operator<(const T& lhs, const T& rhs);

template <typename T, GamepadButton::EnableIfSame<T>* = nullptr>
bool operator<=(const T& lhs, const T& rhs) {}

template <typename T, GamepadButton::EnableIfSame<T>* = nullptr>
bool operator>(const T& lhs, const T& rhs) {}

template <typename T, GamepadButton::EnableIfSame<T>* = nullptr>
bool operator>=(const T& lhs, const T& rhs) {}






class COMPONENT_EXPORT(GAMEPAD_MOJOM) AxisChange {};

// The comparison operators are templates, so they are only instantiated if they
// are used. Thus, the bindings generator does not need to know whether
// comparison operators are available for members.
template <typename T, AxisChange::EnableIfSame<T>* = nullptr>
bool operator<(const T& lhs, const T& rhs);

template <typename T, AxisChange::EnableIfSame<T>* = nullptr>
bool operator<=(const T& lhs, const T& rhs) {}

template <typename T, AxisChange::EnableIfSame<T>* = nullptr>
bool operator>(const T& lhs, const T& rhs) {}

template <typename T, AxisChange::EnableIfSame<T>* = nullptr>
bool operator>=(const T& lhs, const T& rhs) {}








class COMPONENT_EXPORT(GAMEPAD_MOJOM) GamepadHapticActuator {};

// The comparison operators are templates, so they are only instantiated if they
// are used. Thus, the bindings generator does not need to know whether
// comparison operators are available for members.
template <typename T, GamepadHapticActuator::EnableIfSame<T>* = nullptr>
bool operator<(const T& lhs, const T& rhs);

template <typename T, GamepadHapticActuator::EnableIfSame<T>* = nullptr>
bool operator<=(const T& lhs, const T& rhs) {}

template <typename T, GamepadHapticActuator::EnableIfSame<T>* = nullptr>
bool operator>(const T& lhs, const T& rhs) {}

template <typename T, GamepadHapticActuator::EnableIfSame<T>* = nullptr>
bool operator>=(const T& lhs, const T& rhs) {}












class COMPONENT_EXPORT(GAMEPAD_MOJOM) ButtonChange {};

// The comparison operators are templates, so they are only instantiated if they
// are used. Thus, the bindings generator does not need to know whether
// comparison operators are available for members.
template <typename T, ButtonChange::EnableIfSame<T>* = nullptr>
bool operator<(const T& lhs, const T& rhs);

template <typename T, ButtonChange::EnableIfSame<T>* = nullptr>
bool operator<=(const T& lhs, const T& rhs) {}

template <typename T, ButtonChange::EnableIfSame<T>* = nullptr>
bool operator>(const T& lhs, const T& rhs) {}

template <typename T, ButtonChange::EnableIfSame<T>* = nullptr>
bool operator>=(const T& lhs, const T& rhs) {}






class COMPONENT_EXPORT(GAMEPAD_MOJOM) GamepadChanges {};

// The comparison operators are templates, so they are only instantiated if they
// are used. Thus, the bindings generator does not need to know whether
// comparison operators are available for members.
template <typename T, GamepadChanges::EnableIfSame<T>* = nullptr>
bool operator<(const T& lhs, const T& rhs);

template <typename T, GamepadChanges::EnableIfSame<T>* = nullptr>
bool operator<=(const T& lhs, const T& rhs) {}

template <typename T, GamepadChanges::EnableIfSame<T>* = nullptr>
bool operator>(const T& lhs, const T& rhs) {}

template <typename T, GamepadChanges::EnableIfSame<T>* = nullptr>
bool operator>=(const T& lhs, const T& rhs) {}





class COMPONENT_EXPORT(GAMEPAD_MOJOM) GamepadTouch {};

// The comparison operators are templates, so they are only instantiated if they
// are used. Thus, the bindings generator does not need to know whether
// comparison operators are available for members.
template <typename T, GamepadTouch::EnableIfSame<T>* = nullptr>
bool operator<(const T& lhs, const T& rhs);

template <typename T, GamepadTouch::EnableIfSame<T>* = nullptr>
bool operator<=(const T& lhs, const T& rhs) {}

template <typename T, GamepadTouch::EnableIfSame<T>* = nullptr>
bool operator>(const T& lhs, const T& rhs) {}

template <typename T, GamepadTouch::EnableIfSame<T>* = nullptr>
bool operator>=(const T& lhs, const T& rhs) {}





class COMPONENT_EXPORT(GAMEPAD_MOJOM) GamepadPose {};

// The comparison operators are templates, so they are only instantiated if they
// are used. Thus, the bindings generator does not need to know whether
// comparison operators are available for members.
template <typename T, GamepadPose::EnableIfSame<T>* = nullptr>
bool operator<(const T& lhs, const T& rhs);

template <typename T, GamepadPose::EnableIfSame<T>* = nullptr>
bool operator<=(const T& lhs, const T& rhs) {}

template <typename T, GamepadPose::EnableIfSame<T>* = nullptr>
bool operator>(const T& lhs, const T& rhs) {}

template <typename T, GamepadPose::EnableIfSame<T>* = nullptr>
bool operator>=(const T& lhs, const T& rhs) {}






class COMPONENT_EXPORT(GAMEPAD_MOJOM) Gamepad {};

// The comparison operators are templates, so they are only instantiated if they
// are used. Thus, the bindings generator does not need to know whether
// comparison operators are available for members.
template <typename T, Gamepad::EnableIfSame<T>* = nullptr>
bool operator<(const T& lhs, const T& rhs);

template <typename T, Gamepad::EnableIfSame<T>* = nullptr>
bool operator<=(const T& lhs, const T& rhs) {}

template <typename T, Gamepad::EnableIfSame<T>* = nullptr>
bool operator>(const T& lhs, const T& rhs) {}

template <typename T, Gamepad::EnableIfSame<T>* = nullptr>
bool operator>=(const T& lhs, const T& rhs) {}





class COMPONENT_EXPORT(GAMEPAD_MOJOM) GamepadEffectParameters {};

// The comparison operators are templates, so they are only instantiated if they
// are used. Thus, the bindings generator does not need to know whether
// comparison operators are available for members.
template <typename T, GamepadEffectParameters::EnableIfSame<T>* = nullptr>
bool operator<(const T& lhs, const T& rhs);

template <typename T, GamepadEffectParameters::EnableIfSame<T>* = nullptr>
bool operator<=(const T& lhs, const T& rhs) {}

template <typename T, GamepadEffectParameters::EnableIfSame<T>* = nullptr>
bool operator>(const T& lhs, const T& rhs) {}

template <typename T, GamepadEffectParameters::EnableIfSame<T>* = nullptr>
bool operator>=(const T& lhs, const T& rhs) {}

template <typename StructPtrType>
GamepadQuaternionPtr GamepadQuaternion::Clone() const {}

template <typename T, GamepadQuaternion::EnableIfSame<T>*>
bool GamepadQuaternion::Equals(const T& other_struct) const {}

template <typename T, GamepadQuaternion::EnableIfSame<T>*>
bool operator<(const T& lhs, const T& rhs) {}
template <typename StructPtrType>
GamepadVectorPtr GamepadVector::Clone() const {}

template <typename T, GamepadVector::EnableIfSame<T>*>
bool GamepadVector::Equals(const T& other_struct) const {}

template <typename T, GamepadVector::EnableIfSame<T>*>
bool operator<(const T& lhs, const T& rhs) {}
template <typename StructPtrType>
GamepadButtonPtr GamepadButton::Clone() const {}

template <typename T, GamepadButton::EnableIfSame<T>*>
bool GamepadButton::Equals(const T& other_struct) const {}

template <typename T, GamepadButton::EnableIfSame<T>*>
bool operator<(const T& lhs, const T& rhs) {}
template <typename StructPtrType>
ButtonChangePtr ButtonChange::Clone() const {}

template <typename T, ButtonChange::EnableIfSame<T>*>
bool ButtonChange::Equals(const T& other_struct) const {}

template <typename T, ButtonChange::EnableIfSame<T>*>
bool operator<(const T& lhs, const T& rhs) {}
template <typename StructPtrType>
AxisChangePtr AxisChange::Clone() const {}

template <typename T, AxisChange::EnableIfSame<T>*>
bool AxisChange::Equals(const T& other_struct) const {}

template <typename T, AxisChange::EnableIfSame<T>*>
bool operator<(const T& lhs, const T& rhs) {}
template <typename StructPtrType>
GamepadChangesPtr GamepadChanges::Clone() const {}

template <typename T, GamepadChanges::EnableIfSame<T>*>
bool GamepadChanges::Equals(const T& other_struct) const {}

template <typename T, GamepadChanges::EnableIfSame<T>*>
bool operator<(const T& lhs, const T& rhs) {}
template <typename StructPtrType>
GamepadTouchPtr GamepadTouch::Clone() const {}

template <typename T, GamepadTouch::EnableIfSame<T>*>
bool GamepadTouch::Equals(const T& other_struct) const {}

template <typename T, GamepadTouch::EnableIfSame<T>*>
bool operator<(const T& lhs, const T& rhs) {}
template <typename StructPtrType>
GamepadPosePtr GamepadPose::Clone() const {}

template <typename T, GamepadPose::EnableIfSame<T>*>
bool GamepadPose::Equals(const T& other_struct) const {}

template <typename T, GamepadPose::EnableIfSame<T>*>
bool operator<(const T& lhs, const T& rhs) {}
template <typename StructPtrType>
GamepadHapticActuatorPtr GamepadHapticActuator::Clone() const {}

template <typename T, GamepadHapticActuator::EnableIfSame<T>*>
bool GamepadHapticActuator::Equals(const T& other_struct) const {}

template <typename T, GamepadHapticActuator::EnableIfSame<T>*>
bool operator<(const T& lhs, const T& rhs) {}
template <typename StructPtrType>
GamepadPtr Gamepad::Clone() const {}

template <typename T, Gamepad::EnableIfSame<T>*>
bool Gamepad::Equals(const T& other_struct) const {}

template <typename T, Gamepad::EnableIfSame<T>*>
bool operator<(const T& lhs, const T& rhs) {}
template <typename StructPtrType>
GamepadEffectParametersPtr GamepadEffectParameters::Clone() const {}

template <typename T, GamepadEffectParameters::EnableIfSame<T>*>
bool GamepadEffectParameters::Equals(const T& other_struct) const {}

template <typename T, GamepadEffectParameters::EnableIfSame<T>*>
bool operator<(const T& lhs, const T& rhs) {}


}  // device::mojom

namespace mojo {


template <>
struct COMPONENT_EXPORT(GAMEPAD_MOJOM) StructTraits<::device::mojom::GamepadQuaternion::DataView,
                                         ::device::mojom::GamepadQuaternionPtr> {};


template <>
struct COMPONENT_EXPORT(GAMEPAD_MOJOM) StructTraits<::device::mojom::GamepadVector::DataView,
                                         ::device::mojom::GamepadVectorPtr> {};


template <>
struct COMPONENT_EXPORT(GAMEPAD_MOJOM) StructTraits<::device::mojom::GamepadButton::DataView,
                                         ::device::mojom::GamepadButtonPtr> {};


template <>
struct COMPONENT_EXPORT(GAMEPAD_MOJOM) StructTraits<::device::mojom::ButtonChange::DataView,
                                         ::device::mojom::ButtonChangePtr> {};


template <>
struct COMPONENT_EXPORT(GAMEPAD_MOJOM) StructTraits<::device::mojom::AxisChange::DataView,
                                         ::device::mojom::AxisChangePtr> {};


template <>
struct COMPONENT_EXPORT(GAMEPAD_MOJOM) StructTraits<::device::mojom::GamepadChanges::DataView,
                                         ::device::mojom::GamepadChangesPtr> {};


template <>
struct COMPONENT_EXPORT(GAMEPAD_MOJOM) StructTraits<::device::mojom::GamepadTouch::DataView,
                                         ::device::mojom::GamepadTouchPtr> {};


template <>
struct COMPONENT_EXPORT(GAMEPAD_MOJOM) StructTraits<::device::mojom::GamepadPose::DataView,
                                         ::device::mojom::GamepadPosePtr> {};


template <>
struct COMPONENT_EXPORT(GAMEPAD_MOJOM) StructTraits<::device::mojom::GamepadHapticActuator::DataView,
                                         ::device::mojom::GamepadHapticActuatorPtr> {};


template <>
struct COMPONENT_EXPORT(GAMEPAD_MOJOM) StructTraits<::device::mojom::Gamepad::DataView,
                                         ::device::mojom::GamepadPtr> {};


template <>
struct COMPONENT_EXPORT(GAMEPAD_MOJOM) StructTraits<::device::mojom::GamepadEffectParameters::DataView,
                                         ::device::mojom::GamepadEffectParametersPtr> {};

}  // namespace mojo

#endif  // DEVICE_GAMEPAD_PUBLIC_MOJOM_GAMEPAD_MOJOM_H_