/* * Copyright (C) 2014 Apple Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS'' * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, * THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS * BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF * THE POSSIBILITY OF SUCH DAMAGE. */ #include "config.h" #include "GamepadProvider.h" #if ENABLE(GAMEPAD) #include namespace WebCore { static GamepadProvider* sharedProvider = nullptr; GamepadProvider& GamepadProvider::singleton() { if (!sharedProvider) { static NeverDestroyed defaultProvider; sharedProvider = &defaultProvider.get(); } return *sharedProvider; } void GamepadProvider::setSharedProvider(GamepadProvider& newProvider) { sharedProvider = &newProvider; } void GamepadProvider::startMonitoringGamepads(GamepadProviderClient*) { } void GamepadProvider::stopMonitoringGamepads(GamepadProviderClient*) { } const Vector& GamepadProvider::platformGamepads() { static NeverDestroyed> defaultGamepads; return defaultGamepads; } } // namespace WebCore #endif // ENABLE(GAMEPAD)