本文整理汇总了C++中Gamepad::id方法的典型用法代码示例。如果您正苦于以下问题:C++ Gamepad::id方法的具体用法?C++ Gamepad::id怎么用?C++ Gamepad::id使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Gamepad
的用法示例。
在下文中一共展示了Gamepad::id方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: pageVisibilityChanged
void NavigatorGamepad::pageVisibilityChanged()
{
// Inform the embedder whether it needs to provide gamepad data for us.
bool visible = page()->visibilityState() == PageVisibilityStateVisible;
if (visible && (m_hasEventListener || m_gamepads))
startUpdating();
else
stopUpdating();
if (!visible || !m_hasEventListener)
return;
// Tell the page what has changed. m_gamepads contains the state before we became hidden.
// We create a new snapshot and compare them.
GamepadList* oldGamepads = m_gamepads.release();
gamepads();
GamepadList* newGamepads = m_gamepads.get();
ASSERT(newGamepads);
for (unsigned i = 0; i < WebGamepads::itemsLengthCap; ++i) {
Gamepad* oldGamepad = oldGamepads ? oldGamepads->item(i) : 0;
Gamepad* newGamepad = newGamepads->item(i);
bool oldWasConnected = oldGamepad && oldGamepad->connected();
bool newIsConnected = newGamepad && newGamepad->connected();
bool connectedGamepadChanged = oldWasConnected && newIsConnected && oldGamepad->id() != newGamepad->id();
if (connectedGamepadChanged || (oldWasConnected && !newIsConnected)) {
oldGamepad->setConnected(false);
m_pendingEvents.append(oldGamepad);
}
if (connectedGamepadChanged || (!oldWasConnected && newIsConnected)) {
m_pendingEvents.append(newGamepad);
}
}
if (!m_pendingEvents.isEmpty())
m_dispatchOneEventRunner.runAsync();
}
示例2: idAttrGetter
static v8::Handle<v8::Value> idAttrGetter(v8::Local<v8::String> name, const v8::AccessorInfo& info)
{
Gamepad* imp = V8Gamepad::toNative(info.Holder());
return v8String(imp->id(), info.GetIsolate());
}