use dom_struct::dom_struct;
use js::typedarray::{Float32, Float32Array};
use super::bindings::buffer_source::HeapBufferSource;
use crate::dom::bindings::codegen::Bindings::GamepadPoseBinding::GamepadPoseMethods;
use crate::dom::bindings::reflector::{reflect_dom_object, Reflector};
use crate::dom::bindings::root::DomRoot;
use crate::dom::globalscope::GlobalScope;
use crate::script_runtime::{CanGc, JSContext};
#[dom_struct]
pub struct GamepadPose {
reflector_: Reflector,
#[ignore_malloc_size_of = "mozjs"]
position: HeapBufferSource<Float32>,
#[ignore_malloc_size_of = "mozjs"]
orientation: HeapBufferSource<Float32>,
#[ignore_malloc_size_of = "mozjs"]
linear_vel: HeapBufferSource<Float32>,
#[ignore_malloc_size_of = "mozjs"]
angular_vel: HeapBufferSource<Float32>,
#[ignore_malloc_size_of = "mozjs"]
linear_acc: HeapBufferSource<Float32>,
#[ignore_malloc_size_of = "mozjs"]
angular_acc: HeapBufferSource<Float32>,
}
#[allow(dead_code)]
impl GamepadPose {
fn new_inherited() -> GamepadPose {
GamepadPose {
reflector_: Reflector::new(),
position: HeapBufferSource::default(),
orientation: HeapBufferSource::default(),
linear_vel: HeapBufferSource::default(),
angular_vel: HeapBufferSource::default(),
linear_acc: HeapBufferSource::default(),
angular_acc: HeapBufferSource::default(),
}
}
pub fn new(global: &GlobalScope) -> DomRoot<GamepadPose> {
reflect_dom_object(
Box::new(GamepadPose::new_inherited()),
global,
CanGc::note(),
)
}
}
impl GamepadPoseMethods<crate::DomTypeHolder> for GamepadPose {
fn GetPosition(&self, _cx: JSContext) -> Option<Float32Array> {
self.position.buffer_to_option()
}
fn HasPosition(&self) -> bool {
self.position.is_initialized()
}
fn GetLinearVelocity(&self, _cx: JSContext) -> Option<Float32Array> {
self.linear_vel.buffer_to_option()
}
fn GetLinearAcceleration(&self, _cx: JSContext) -> Option<Float32Array> {
self.linear_acc.buffer_to_option()
}
fn GetOrientation(&self, _cx: JSContext) -> Option<Float32Array> {
self.orientation.buffer_to_option()
}
fn HasOrientation(&self) -> bool {
self.orientation.is_initialized()
}
fn GetAngularVelocity(&self, _cx: JSContext) -> Option<Float32Array> {
self.angular_vel.buffer_to_option()
}
fn GetAngularAcceleration(&self, _cx: JSContext) -> Option<Float32Array> {
self.angular_acc.buffer_to_option()
}
}