LCOV - code coverage report
Current view: top level - dom/gamepad - GamepadPose.cpp (source / functions) Hit Total Coverage
Test: output.info Lines: 0 53 0.0 %
Date: 2017-07-14 16:53:18 Functions: 0 15 0.0 %
Legend: Lines: hit not hit

          Line data    Source code
       1             : /* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
       2             : /* vim: set ts=8 sts=2 et sw=2 tw=80: */
       3             : /* This Source Code Form is subject to the terms of the Mozilla Public
       4             :  * License, v. 2.0. If a copy of the MPL was not distributed with this file,
       5             :  * You can obtain one at http://mozilla.org/MPL/2.0/. */
       6             : 
       7             : #include "nsWrapperCache.h"
       8             : 
       9             : #include "mozilla/HoldDropJSObjects.h"
      10             : #include "mozilla/dom/GamepadPoseBinding.h"
      11             : #include "mozilla/dom/GamepadPose.h"
      12             : 
      13             : namespace mozilla {
      14             : namespace dom {
      15             : 
      16           0 : GamepadPose::GamepadPose(nsISupports* aParent, const GamepadPoseState& aState)
      17             :   : Pose(aParent),
      18           0 :     mPoseState(aState)
      19             : {
      20           0 :   mozilla::HoldJSObjects(this);
      21           0 : }
      22             : 
      23           0 : GamepadPose::GamepadPose(nsISupports* aParent)
      24           0 :   : Pose(aParent)
      25             : {
      26           0 :   mozilla::HoldJSObjects(this);
      27           0 :   mPoseState.Clear();
      28           0 : }
      29             : 
      30           0 : GamepadPose::~GamepadPose()
      31             : {
      32           0 :   mozilla::DropJSObjects(this);
      33           0 : }
      34             : 
      35             : /* virtual */ JSObject*
      36           0 : GamepadPose::WrapObject(JSContext* aJSContext, JS::Handle<JSObject*> aGivenProto)
      37             : {
      38           0 :   return GamepadPoseBinding::Wrap(aJSContext, this, aGivenProto);
      39             : }
      40             : 
      41             : bool
      42           0 : GamepadPose::HasOrientation() const
      43             : {
      44           0 :   return bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Position);
      45             : }
      46             : 
      47             : bool
      48           0 : GamepadPose::HasPosition() const
      49             : {
      50           0 :   return bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Orientation);
      51             : }
      52             : 
      53             : void
      54           0 : GamepadPose::GetPosition(JSContext* aJSContext,
      55             :                          JS::MutableHandle<JSObject*> aRetval,
      56             :                          ErrorResult& aRv)
      57             : {
      58           0 :   SetFloat32Array(aJSContext, aRetval, mPosition,
      59           0 :                   mPoseState.isPositionValid ? mPoseState.position : nullptr, 3,
      60           0 :                   bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Position), aRv);
      61           0 : }
      62             : 
      63             : void
      64           0 : GamepadPose::GetLinearVelocity(JSContext* aJSContext,
      65             :                                JS::MutableHandle<JSObject*> aRetval,
      66             :                                ErrorResult& aRv)
      67             : {
      68           0 :   SetFloat32Array(aJSContext, aRetval, mLinearVelocity,
      69           0 :                   mPoseState.isPositionValid ? mPoseState.linearVelocity : nullptr, 3,
      70           0 :                   bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Position), aRv);
      71           0 : }
      72             : 
      73             : void
      74           0 : GamepadPose::GetLinearAcceleration(JSContext* aJSContext,
      75             :                                    JS::MutableHandle<JSObject*> aRetval,
      76             :                                    ErrorResult& aRv)
      77             : {
      78           0 :   SetFloat32Array(aJSContext, aRetval, mLinearAcceleration,
      79           0 :                   mPoseState.isPositionValid ? mPoseState.linearAcceleration : nullptr, 3,
      80           0 :                   bool(mPoseState.flags & GamepadCapabilityFlags::Cap_LinearAcceleration), aRv);
      81           0 : }
      82             : 
      83             : void
      84           0 : GamepadPose::GetOrientation(JSContext* aJSContext,
      85             :                             JS::MutableHandle<JSObject*> aRetval,
      86             :                             ErrorResult& aRv)
      87             : {
      88           0 :   SetFloat32Array(aJSContext, aRetval, mOrientation,
      89           0 :                   mPoseState.isOrientationValid ? mPoseState.orientation : nullptr, 4,
      90           0 :                   bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Orientation), aRv);
      91           0 : }
      92             : 
      93             : void
      94           0 : GamepadPose::GetAngularVelocity(JSContext* aJSContext,
      95             :                                 JS::MutableHandle<JSObject*> aRetval,
      96             :                                 ErrorResult& aRv)
      97             : {
      98           0 :   SetFloat32Array(aJSContext, aRetval, mAngularVelocity,
      99           0 :                   mPoseState.isOrientationValid ? mPoseState.angularVelocity : nullptr, 3,
     100           0 :                   bool(mPoseState.flags & GamepadCapabilityFlags::Cap_Orientation), aRv);
     101           0 : }
     102             : 
     103             : void
     104           0 : GamepadPose::GetAngularAcceleration(JSContext* aJSContext,
     105             :                                     JS::MutableHandle<JSObject*> aRetval,
     106             :                                     ErrorResult& aRv)
     107             : {
     108           0 :   SetFloat32Array(aJSContext, aRetval, mAngularAcceleration,
     109           0 :                   mPoseState.isOrientationValid ? mPoseState.angularAcceleration : nullptr, 3,
     110           0 :                   bool(mPoseState.flags & GamepadCapabilityFlags::Cap_AngularAcceleration), aRv);
     111           0 : }
     112             : 
     113             : void
     114           0 : GamepadPose::SetPoseState(const GamepadPoseState& aPose)
     115             : {
     116           0 :   mPoseState = aPose;
     117           0 : }
     118             : 
     119             : const GamepadPoseState&
     120           0 : GamepadPose::GetPoseState()
     121             : {
     122           0 :   return mPoseState;
     123             : }
     124             : 
     125             : } // namespace dom
     126             : } // namespace mozilla

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