gecko-dev/dom/gamepad/GamepadService.cpp

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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this file,
* You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "mozilla/Hal.h"
#include "mozilla/ClearOnShutdown.h"
#include "mozilla/Preferences.h"
#include "mozilla/StaticPtr.h"
#include "GamepadService.h"
#include "Gamepad.h"
#include "nsAutoPtr.h"
#include "nsIDOMEvent.h"
#include "nsIDOMDocument.h"
#include "GeneratedEvents.h"
#include "nsIDOMWindow.h"
#include "nsIObserver.h"
#include "nsIObserverService.h"
#include "nsIServiceManager.h"
#include "nsITimer.h"
#include "nsThreadUtils.h"
#include "mozilla/Services.h"
#include "mozilla/dom/GamepadAxisMoveEvent.h"
#include "mozilla/dom/GamepadButtonEvent.h"
#include "mozilla/dom/GamepadEvent.h"
#include <cstddef>
namespace mozilla {
namespace dom {
namespace {
const char* kGamepadEnabledPref = "dom.gamepad.enabled";
const char* kGamepadEventsEnabledPref =
"dom.gamepad.non_standard_events.enabled";
// Amount of time to wait before cleaning up gamepad resources
// when no pages are listening for events.
const int kCleanupDelayMS = 2000;
const nsTArray<nsRefPtr<nsGlobalWindow> >::index_type NoIndex =
nsTArray<nsRefPtr<nsGlobalWindow> >::NoIndex;
StaticRefPtr<GamepadService> gGamepadServiceSingleton;
} // namespace
bool GamepadService::sShutdown = false;
NS_IMPL_ISUPPORTS(GamepadService, nsIObserver)
GamepadService::GamepadService()
: mStarted(false),
mShuttingDown(false)
{
mEnabled = IsAPIEnabled();
mNonstandardEventsEnabled =
Preferences::GetBool(kGamepadEventsEnabledPref, false);
nsCOMPtr<nsIObserverService> observerService =
mozilla::services::GetObserverService();
observerService->AddObserver(this,
NS_XPCOM_WILL_SHUTDOWN_OBSERVER_ID,
false);
}
NS_IMETHODIMP
GamepadService::Observe(nsISupports* aSubject,
const char* aTopic,
const char16_t* aData)
{
nsCOMPtr<nsIObserverService> observerService =
mozilla::services::GetObserverService();
observerService->RemoveObserver(this, NS_XPCOM_WILL_SHUTDOWN_OBSERVER_ID);
BeginShutdown();
return NS_OK;
}
void
GamepadService::BeginShutdown()
{
mShuttingDown = true;
if (mTimer) {
mTimer->Cancel();
}
if (mStarted) {
mozilla::hal::StopMonitoringGamepadStatus();
mStarted = false;
}
// Don't let windows call back to unregister during shutdown
for (uint32_t i = 0; i < mListeners.Length(); i++) {
mListeners[i]->SetHasGamepadEventListener(false);
}
mListeners.Clear();
mGamepads.Clear();
sShutdown = true;
}
void
GamepadService::AddListener(nsGlobalWindow* aWindow)
{
if (mShuttingDown) {
return;
}
if (mListeners.IndexOf(aWindow) != NoIndex) {
return; // already exists
}
if (!mStarted && mEnabled) {
mozilla::hal::StartMonitoringGamepadStatus();
mStarted = true;
}
mListeners.AppendElement(aWindow);
}
void
GamepadService::RemoveListener(nsGlobalWindow* aWindow)
{
if (mShuttingDown) {
// Doesn't matter at this point. It's possible we're being called
// as a result of our own destructor here, so just bail out.
return;
}
if (mListeners.IndexOf(aWindow) == NoIndex) {
return; // doesn't exist
}
mListeners.RemoveElement(aWindow);
if (mListeners.Length() == 0 && !mShuttingDown && mStarted) {
StartCleanupTimer();
}
}
uint32_t
GamepadService::AddGamepad(const char* aId,
GamepadMappingType aMapping,
uint32_t aNumButtons,
uint32_t aNumAxes)
{
//TODO: bug 852258: get initial button/axis state
nsRefPtr<Gamepad> gamepad =
new Gamepad(nullptr,
NS_ConvertUTF8toUTF16(nsDependentCString(aId)),
0,
aMapping,
aNumButtons,
aNumAxes);
int index = -1;
for (uint32_t i = 0; i < mGamepads.Length(); i++) {
if (!mGamepads[i]) {
mGamepads[i] = gamepad;
index = i;
break;
}
}
if (index == -1) {
mGamepads.AppendElement(gamepad);
index = mGamepads.Length() - 1;
}
gamepad->SetIndex(index);
NewConnectionEvent(index, true);
return index;
}
void
GamepadService::RemoveGamepad(uint32_t aIndex)
{
if (aIndex < mGamepads.Length()) {
mGamepads[aIndex]->SetConnected(false);
NewConnectionEvent(aIndex, false);
// If this is the last entry in the list, just remove it.
if (aIndex == mGamepads.Length() - 1) {
mGamepads.RemoveElementAt(aIndex);
} else {
// Otherwise just null it out and leave it, so the
// indices of the following entries remain valid.
mGamepads[aIndex] = nullptr;
}
}
}
void
GamepadService::NewButtonEvent(uint32_t aIndex, uint32_t aButton, bool aPressed)
{
// Synthesize a value: 1.0 for pressed, 0.0 for unpressed.
NewButtonEvent(aIndex, aButton, aPressed, aPressed ? 1.0L : 0.0L);
}
void
GamepadService::NewButtonEvent(uint32_t aIndex, uint32_t aButton, bool aPressed,
double aValue)
{
if (mShuttingDown || aIndex >= mGamepads.Length()) {
return;
}
mGamepads[aIndex]->SetButton(aButton, aPressed, aValue);
// Hold on to listeners in a separate array because firing events
// can mutate the mListeners array.
nsTArray<nsRefPtr<nsGlobalWindow> > listeners(mListeners);
for (uint32_t i = listeners.Length(); i > 0 ; ) {
--i;
// Only send events to non-background windows
if (!listeners[i]->IsCurrentInnerWindow() ||
listeners[i]->GetOuterWindow()->IsBackground()) {
continue;
}
bool first_time = false;
if (!WindowHasSeenGamepad(listeners[i], aIndex)) {
// This window hasn't seen this gamepad before, so
// send a connection event first.
SetWindowHasSeenGamepad(listeners[i], aIndex);
first_time = true;
}
nsRefPtr<Gamepad> gamepad = listeners[i]->GetGamepad(aIndex);
if (gamepad) {
gamepad->SetButton(aButton, aPressed, aValue);
if (first_time) {
FireConnectionEvent(listeners[i], gamepad, true);
}
if (mNonstandardEventsEnabled) {
// Fire event
FireButtonEvent(listeners[i], gamepad, aButton, aValue);
}
}
}
}
void
GamepadService::FireButtonEvent(EventTarget* aTarget,
Gamepad* aGamepad,
uint32_t aButton,
double aValue)
{
nsString name = aValue == 1.0L ? NS_LITERAL_STRING("gamepadbuttondown") :
NS_LITERAL_STRING("gamepadbuttonup");
GamepadButtonEventInit init;
init.mBubbles = false;
init.mCancelable = false;
init.mGamepad = aGamepad;
init.mButton = aButton;
nsRefPtr<GamepadButtonEvent> event =
GamepadButtonEvent::Constructor(aTarget, name, init);
event->SetTrusted(true);
bool defaultActionEnabled = true;
aTarget->DispatchEvent(event, &defaultActionEnabled);
}
void
GamepadService::NewAxisMoveEvent(uint32_t aIndex, uint32_t aAxis, double aValue)
{
if (mShuttingDown || aIndex >= mGamepads.Length()) {
return;
}
mGamepads[aIndex]->SetAxis(aAxis, aValue);
// Hold on to listeners in a separate array because firing events
// can mutate the mListeners array.
nsTArray<nsRefPtr<nsGlobalWindow> > listeners(mListeners);
for (uint32_t i = listeners.Length(); i > 0 ; ) {
--i;
// Only send events to non-background windows
if (!listeners[i]->IsCurrentInnerWindow() ||
listeners[i]->GetOuterWindow()->IsBackground()) {
continue;
}
bool first_time = false;
if (!WindowHasSeenGamepad(listeners[i], aIndex)) {
// This window hasn't seen this gamepad before, so
// send a connection event first.
SetWindowHasSeenGamepad(listeners[i], aIndex);
first_time = true;
}
nsRefPtr<Gamepad> gamepad = listeners[i]->GetGamepad(aIndex);
if (gamepad) {
gamepad->SetAxis(aAxis, aValue);
if (first_time) {
FireConnectionEvent(listeners[i], gamepad, true);
}
if (mNonstandardEventsEnabled) {
// Fire event
FireAxisMoveEvent(listeners[i], gamepad, aAxis, aValue);
}
}
}
}
void
GamepadService::FireAxisMoveEvent(EventTarget* aTarget,
Gamepad* aGamepad,
uint32_t aAxis,
double aValue)
{
GamepadAxisMoveEventInit init;
init.mBubbles = false;
init.mCancelable = false;
init.mGamepad = aGamepad;
init.mAxis = aAxis;
init.mValue = aValue;
nsRefPtr<GamepadAxisMoveEvent> event =
GamepadAxisMoveEvent::Constructor(aTarget,
NS_LITERAL_STRING("gamepadaxismove"),
init);
event->SetTrusted(true);
bool defaultActionEnabled = true;
aTarget->DispatchEvent(event, &defaultActionEnabled);
}
void
GamepadService::NewConnectionEvent(uint32_t aIndex, bool aConnected)
{
if (mShuttingDown || aIndex >= mGamepads.Length()) {
return;
}
// Hold on to listeners in a separate array because firing events
// can mutate the mListeners array.
nsTArray<nsRefPtr<nsGlobalWindow> > listeners(mListeners);
if (aConnected) {
for (uint32_t i = listeners.Length(); i > 0 ; ) {
--i;
// Only send events to non-background windows
if (!listeners[i]->IsCurrentInnerWindow() ||
listeners[i]->GetOuterWindow()->IsBackground()) {
continue;
}
// We don't fire a connected event here unless the window
// has seen input from at least one device.
if (!listeners[i]->HasSeenGamepadInput()) {
continue;
}
SetWindowHasSeenGamepad(listeners[i], aIndex);
nsRefPtr<Gamepad> gamepad = listeners[i]->GetGamepad(aIndex);
if (gamepad) {
// Fire event
FireConnectionEvent(listeners[i], gamepad, aConnected);
}
}
} else {
// For disconnection events, fire one at every window that has received
// data from this gamepad.
for (uint32_t i = listeners.Length(); i > 0 ; ) {
--i;
// Even background windows get these events, so we don't have to
// deal with the hassle of syncing the state of removed gamepads.
if (WindowHasSeenGamepad(listeners[i], aIndex)) {
nsRefPtr<Gamepad> gamepad = listeners[i]->GetGamepad(aIndex);
if (gamepad) {
gamepad->SetConnected(false);
// Fire event
FireConnectionEvent(listeners[i], gamepad, false);
listeners[i]->RemoveGamepad(aIndex);
}
}
}
}
}
void
GamepadService::FireConnectionEvent(EventTarget* aTarget,
Gamepad* aGamepad,
bool aConnected)
{
nsString name = aConnected ? NS_LITERAL_STRING("gamepadconnected") :
NS_LITERAL_STRING("gamepaddisconnected");
GamepadEventInit init;
init.mBubbles = false;
init.mCancelable = false;
init.mGamepad = aGamepad;
nsRefPtr<GamepadEvent> event =
GamepadEvent::Constructor(aTarget, name, init);
event->SetTrusted(true);
bool defaultActionEnabled = true;
aTarget->DispatchEvent(event, &defaultActionEnabled);
}
void
GamepadService::SyncGamepadState(uint32_t aIndex, Gamepad* aGamepad)
{
if (mShuttingDown || !mEnabled || aIndex > mGamepads.Length()) {
return;
}
aGamepad->SyncState(mGamepads[aIndex]);
}
// static
already_AddRefed<GamepadService>
GamepadService::GetService()
{
if (sShutdown) {
return nullptr;
}
if (!gGamepadServiceSingleton) {
gGamepadServiceSingleton = new GamepadService();
ClearOnShutdown(&gGamepadServiceSingleton);
}
nsRefPtr<GamepadService> service(gGamepadServiceSingleton);
return service.forget();
}
// static
bool
GamepadService::IsAPIEnabled() {
return Preferences::GetBool(kGamepadEnabledPref, false);
}
bool
GamepadService::WindowHasSeenGamepad(nsGlobalWindow* aWindow, uint32_t aIndex)
{
nsRefPtr<Gamepad> gamepad = aWindow->GetGamepad(aIndex);
return gamepad != nullptr;
}
void
GamepadService::SetWindowHasSeenGamepad(nsGlobalWindow* aWindow,
uint32_t aIndex,
bool aHasSeen)
{
if (mListeners.IndexOf(aWindow) == NoIndex) {
// This window isn't even listening for gamepad events.
return;
}
if (aHasSeen) {
aWindow->SetHasSeenGamepadInput(true);
nsCOMPtr<nsISupports> window = ToSupports(aWindow);
nsRefPtr<Gamepad> gamepad = mGamepads[aIndex]->Clone(window);
aWindow->AddGamepad(aIndex, gamepad);
} else {
aWindow->RemoveGamepad(aIndex);
}
}
// static
void
GamepadService::TimeoutHandler(nsITimer* aTimer, void* aClosure)
{
// the reason that we use self, instead of just using nsITimerCallback or nsIObserver
// is so that subclasses are free to use timers without worry about the base classes's
// usage.
GamepadService* self = reinterpret_cast<GamepadService*>(aClosure);
if (!self) {
NS_ERROR("no self");
return;
}
if (self->mShuttingDown) {
return;
}
if (self->mListeners.Length() == 0) {
mozilla::hal::StopMonitoringGamepadStatus();
self->mStarted = false;
if (!self->mGamepads.IsEmpty()) {
self->mGamepads.Clear();
}
}
}
void
GamepadService::StartCleanupTimer()
{
if (mTimer) {
mTimer->Cancel();
}
mTimer = do_CreateInstance("@mozilla.org/timer;1");
if (mTimer) {
mTimer->InitWithFuncCallback(TimeoutHandler,
this,
kCleanupDelayMS,
nsITimer::TYPE_ONE_SHOT);
}
}
/*
* Implementation of the test service. This is just to provide a simple binding
* of the GamepadService to JavaScript via XPCOM so that we can write Mochitests
* that add and remove fake gamepads, avoiding the platform-specific backends.
*/
NS_IMPL_ISUPPORTS(GamepadServiceTest, nsIGamepadServiceTest)
GamepadServiceTest* GamepadServiceTest::sSingleton = nullptr;
// static
already_AddRefed<GamepadServiceTest>
GamepadServiceTest::CreateService()
{
if (sSingleton == nullptr) {
sSingleton = new GamepadServiceTest();
}
nsRefPtr<GamepadServiceTest> service = sSingleton;
return service.forget();
}
GamepadServiceTest::GamepadServiceTest()
{
/* member initializers and constructor code */
nsRefPtr<GamepadService> service = GamepadService::GetService();
}
/* uint32_t addGamepad (in string id, in unsigned long mapping, in unsigned long numButtons, in unsigned long numAxes); */
NS_IMETHODIMP GamepadServiceTest::AddGamepad(const char* aID,
uint32_t aMapping,
uint32_t aNumButtons,
uint32_t aNumAxes,
uint32_t* aRetval)
{
*aRetval = gGamepadServiceSingleton->AddGamepad(aID,
static_cast<GamepadMappingType>(aMapping),
aNumButtons,
aNumAxes);
return NS_OK;
}
/* void removeGamepad (in uint32_t index); */
NS_IMETHODIMP GamepadServiceTest::RemoveGamepad(uint32_t aIndex)
{
gGamepadServiceSingleton->RemoveGamepad(aIndex);
return NS_OK;
}
/* void newButtonEvent (in uint32_t index, in uint32_t button,
in boolean pressed); */
NS_IMETHODIMP GamepadServiceTest::NewButtonEvent(uint32_t aIndex,
uint32_t aButton,
bool aPressed)
{
gGamepadServiceSingleton->NewButtonEvent(aIndex, aButton, aPressed);
return NS_OK;
}
/* void newAxisMoveEvent (in uint32_t index, in uint32_t axis,
in double value); */
NS_IMETHODIMP GamepadServiceTest::NewAxisMoveEvent(uint32_t aIndex,
uint32_t aAxis,
double aValue)
{
gGamepadServiceSingleton->NewAxisMoveEvent(aIndex, aAxis, aValue);
return NS_OK;
}
} // namespace dom
} // namespace mozilla