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/* THIS FILE IS AUTOGENERATED FROM GamepadLightIndicator.webidl BY Codegen.py - DO NOT EDIT */
#ifndef DOM_GAMEPADLIGHTINDICATORBINDING_H_
#define DOM_GAMEPADLIGHTINDICATORBINDING_H_
#include "js/CallAndConstruct.h"
#include "js/RootingAPI.h"
#include "js/TypeDecls.h"
#include "mozilla/ArrayUtils.h"
#include "mozilla/EnumTypeTraits.h"
#include "mozilla/Span.h"
#include "mozilla/dom/BindingDeclarations.h"
#include "mozilla/dom/Nullable.h"
#include "mozilla/dom/PrototypeList.h"
namespace mozilla {
namespace dom {
struct GamepadLightColorAtoms;
class GamepadLightIndicator;
struct NativePropertyHooks;
class ProtoAndIfaceCache;
} // namespace dom
} // namespace mozilla
namespace mozilla {
namespace dom {
enum class GamepadLightIndicatorType : uint8_t {
On_off,
Rgb,
};
namespace binding_detail {
template <> struct EnumStrings<GamepadLightIndicatorType> {
static constexpr nsLiteralCString Values[2] {
"on-off"_ns,
"rgb"_ns,
};
};
} // namespace binding_detail
bool
ToJSValue(JSContext* aCx, GamepadLightIndicatorType aArgument, JS::MutableHandle<JS::Value> aValue);
struct GamepadLightColor : public DictionaryBase
{
MOZ_INIT_OUTSIDE_CTOR uint8_t mBlue;
MOZ_INIT_OUTSIDE_CTOR uint8_t mGreen;
MOZ_INIT_OUTSIDE_CTOR uint8_t mRed;
GamepadLightColor();
explicit inline GamepadLightColor(const FastDictionaryInitializer& )
{
// Do nothing here; this is used by our "Fast" subclass
}
GamepadLightColor(GamepadLightColor&& aOther) = default;
explicit inline GamepadLightColor(const GamepadLightColor& aOther)
{
*this = aOther;
}
bool
Init(BindingCallContext& cx, JS::Handle<JS::Value> val, const char* sourceDescription = "Value", bool passedToJSImpl = false);
bool
Init(JSContext* cx_, JS::Handle<JS::Value> val, const char* sourceDescription = "Value", bool passedToJSImpl = false);
void
TraceDictionary(JSTracer* trc);
GamepadLightColor&
operator=(const GamepadLightColor& aOther);
private:
static bool
InitIds(JSContext* cx, GamepadLightColorAtoms* atomsCache);
};
namespace binding_detail {
struct FastGamepadLightColor : public GamepadLightColor
{
inline FastGamepadLightColor()
: GamepadLightColor(FastDictionaryInitializer())
{
// Doesn't matter what int we pass to the parent constructor
}
};
} // namespace binding_detail
namespace GamepadLightIndicator_Binding {
typedef mozilla::dom::GamepadLightIndicator NativeType;
bool
ConstructorEnabled(JSContext* aCx, JS::Handle<JSObject*> aObj);
bool
Wrap(JSContext* aCx, mozilla::dom::GamepadLightIndicator* aObject, nsWrapperCache* aCache, JS::Handle<JSObject*> aGivenProto, JS::MutableHandle<JSObject*> aReflector);
template <class T>
inline JSObject* Wrap(JSContext* aCx, T* aObject, JS::Handle<JSObject*> aGivenProto)
{
JS::Rooted<JSObject*> reflector(aCx);
return Wrap(aCx, aObject, aObject, aGivenProto, &reflector) ? reflector.get() : nullptr;
}
void
CreateInterfaceObjects(JSContext* aCx, JS::Handle<JSObject*> aGlobal, ProtoAndIfaceCache& aProtoAndIfaceCache, DefineInterfaceProperty aDefineOnGlobal);
JS::Handle<JSObject*>
GetConstructorObjectHandle(JSContext* aCx);
inline bool CreateAndDefineOnGlobal(JSContext* aCx)
{
// Get the interface or namespace object for this class. This will
// create the object as needed and always define the properties for
// it on the global. The caller should make sure the interface or
// namespace is exposed on the global before calling this.
return GetPerInterfaceObjectHandle(aCx, constructors::id::GamepadLightIndicator,
&CreateInterfaceObjects,
DefineInterfaceProperty::Always);
}
} // namespace GamepadLightIndicator_Binding
} // namespace dom
template <>
struct MaxContiguousEnumValue<dom::GamepadLightIndicatorType>
{
static constexpr dom::GamepadLightIndicatorType value = dom::GamepadLightIndicatorType::Rgb;
static_assert(static_cast<uint8_t>(dom::GamepadLightIndicatorType::On_off) == 0,
"We rely on this in ContiguousEnumValues");
static_assert(std::size(dom::binding_detail::EnumStrings<dom::GamepadLightIndicatorType>::Values) - 1 == UnderlyingValue(value),
"Mismatch between enum strings and enum count");
};
} // namespace mozilla
#endif // DOM_GAMEPADLIGHTINDICATORBINDING_H_