Bug 1356452 - Part 4: Add gamepad set hand function in Gamepad; r?qdot
MozReview-Commit-ID: LrQjMZ6demG
--- a/dom/gamepad/Gamepad.cpp
+++ b/dom/gamepad/Gamepad.cpp
@@ -102,16 +102,22 @@ Gamepad::SetAxis(uint32_t aAxis, double
void
Gamepad::SetPose(const GamepadPoseState& aPose)
{
mPose->SetPoseState(aPose);
UpdateTimestamp();
}
void
+Gamepad::SetHand(GamepadHand aHand)
+{
+ mHand = aHand;
+}
+
+void
Gamepad::SyncState(Gamepad* aOther)
{
const char* kGamepadExtEnabledPref = "dom.gamepad.extensions.enabled";
if (mButtons.Length() != aOther->mButtons.Length() ||
mAxes.Length() != aOther->mAxes.Length()) {
return;
}
--- a/dom/gamepad/Gamepad.h
+++ b/dom/gamepad/Gamepad.h
@@ -51,16 +51,17 @@ public:
NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_CLASS(Gamepad)
void SetConnected(bool aConnected);
void SetButton(uint32_t aButton, bool aPressed,
bool aTouched, double aValue);
void SetAxis(uint32_t aAxis, double aValue);
void SetIndex(uint32_t aIndex);
void SetPose(const GamepadPoseState& aPose);
+ void SetHand(GamepadHand aHand);
// Make the state of this gamepad equivalent to other.
void SyncState(Gamepad* aOther);
// Return a new Gamepad containing the same data as this object,
// parented to aParent.
already_AddRefed<Gamepad> Clone(nsISupports* aParent);