/* THIS FILE IS AUTOGENERATED - DO NOT EDIT */

#ifndef mozilla_dom_GamepadButtonEventBinding_h__
#define mozilla_dom_GamepadButtonEventBinding_h__

#include "GamepadEventBinding.h"
#include "js/RootingAPI.h"
#include "jspubtd.h"
#include "mozilla/ErrorResult.h"
#include "mozilla/dom/BindingDeclarations.h"
#include "mozilla/dom/Gamepad.h"
#include "mozilla/dom/Nullable.h"

namespace mozilla {
namespace dom {

class Gamepad;
class GamepadButtonEvent;
struct GamepadButtonEventInitAtoms;
class NativePropertyHooks;
class ProtoAndIfaceArray;

} // namespace dom
} // namespace mozilla

namespace mozilla {
namespace dom {

struct GamepadButtonEventInit : public GamepadEventInit
{
  uint32_t mButton;

  GamepadButtonEventInit();

protected:
  explicit inline GamepadButtonEventInit(int )
  {
    // Do nothing here; this is used by our "Fast" subclass
  }

private:
  GamepadButtonEventInit(const GamepadButtonEventInit&) MOZ_DELETE;
  void operator=(const GamepadButtonEventInit) MOZ_DELETE;

  static bool
  InitIds(JSContext* cx, GamepadButtonEventInitAtoms* atomsCache);

public:
  bool
  Init(JSContext* cx, JS::Handle<JS::Value> val, const char* sourceDescription = "Value");

  bool
  Init(const nsAString& aJSON);

  bool
  ToObject(JSContext* cx, JS::Handle<JSObject*> parentObject, JS::MutableHandle<JS::Value> rval) const;

  void
  TraceDictionary(JSTracer* trc);
};

namespace dictionary_detail {
struct FastGamepadButtonEventInit : public GamepadButtonEventInit
{
  inline FastGamepadButtonEventInit()
    : GamepadButtonEventInit(42)
  {
    // Doesn't matter what int we pass to the parent constructor
  }
};
} // namespace dictionary_detail


namespace GamepadButtonEventBinding {

  typedef mozilla::dom::GamepadButtonEvent NativeType;

  // We declare this as an array so that retrieving a pointer to this
  // binding's property hooks only requires compile/link-time resolvable
  // address arithmetic.  Declaring it as a pointer instead would require
  // doing a run-time load to fetch a pointer to this binding's property
  // hooks.  And then structures which embedded a pointer to this structure
  // would require a run-time load for proper initialization, which would
  // then induce static constructors.  Lots of static constructors.
  extern const NativePropertyHooks sNativePropertyHooks[];
  JSObject*
  DefineDOMInterface(JSContext* aCx, JS::Handle<JSObject*> aGlobal, JS::Handle<jsid> id, bool aDefineOnGlobal);

  bool
  ConstructorEnabled(JSContext* /* unused */, JS::Handle<JSObject*> /* unused */);

  const JSClass*
  GetJSClass();

  JSObject*
  Wrap(JSContext* aCx, JS::Handle<JSObject*> aScope, mozilla::dom::GamepadButtonEvent* aObject, nsWrapperCache* aCache);

  template <class T>
  inline JSObject* Wrap(JSContext* aCx, JS::Handle<JSObject*> aScope, T* aObject)
  {
    return Wrap(aCx, aScope, aObject, aObject);
  }

  void
  CreateInterfaceObjects(JSContext* aCx, JS::Handle<JSObject*> aGlobal, ProtoAndIfaceArray& aProtoAndIfaceArray, bool aDefineOnGlobal);

  JS::Handle<JSObject*>
  GetProtoObject(JSContext* aCx, JS::Handle<JSObject*> aGlobal);

  JS::Handle<JSObject*>
  GetConstructorObject(JSContext* aCx, JS::Handle<JSObject*> aGlobal, bool aDefineOnGlobal = true);

} // namespace GamepadButtonEventBinding



} // namespace dom
} // namespace mozilla

#endif // mozilla_dom_GamepadButtonEventBinding_h__
