use std::cell::Cell;
use dom_struct::dom_struct;
use crate::dom::bindings::codegen::Bindings::GamepadButtonBinding::GamepadButtonMethods;
use crate::dom::bindings::num::Finite;
use crate::dom::bindings::reflector::{reflect_dom_object, Reflector};
use crate::dom::bindings::root::DomRoot;
use crate::dom::globalscope::GlobalScope;
#[dom_struct]
pub struct GamepadButton {
reflector_: Reflector,
pressed: Cell<bool>,
touched: Cell<bool>,
value: Cell<f64>,
}
impl GamepadButton {
pub fn new_inherited(pressed: bool, touched: bool) -> GamepadButton {
Self {
reflector_: Reflector::new(),
pressed: Cell::new(pressed),
touched: Cell::new(touched),
value: Cell::new(0.0),
}
}
pub fn new(global: &GlobalScope, pressed: bool, touched: bool) -> DomRoot<GamepadButton> {
reflect_dom_object(
Box::new(GamepadButton::new_inherited(pressed, touched)),
global,
)
}
}
impl GamepadButtonMethods for GamepadButton {
fn Pressed(&self) -> bool {
self.pressed.get()
}
fn Touched(&self) -> bool {
self.touched.get()
}
fn Value(&self) -> Finite<f64> {
Finite::wrap(self.value.get())
}
}
impl GamepadButton {
pub fn update(&self, pressed: bool, touched: bool, value: f64) {
self.pressed.set(pressed);
self.touched.set(touched);
self.value.set(value);
}
}