/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* vim: set ts=8 sts=2 et sw=2 tw=80: */ /* 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/dom/GamepadFunctions.h" #include "mozilla/dom/GamepadService.h" #include "nsHashKeys.h" #include "mozilla/dom/ContentParent.h" #include "mozilla/unused.h" namespace mozilla { namespace dom { namespace GamepadFunctions { namespace { // Increments as gamepads are added uint32_t gGamepadIndex = 0; } template void NotifyGamepadChange(const T& aInfo) { MOZ_ASSERT(NS_IsMainThread()); MOZ_ASSERT(XRE_IsParentProcess()); GamepadChangeEvent e(aInfo); nsTArray t; ContentParent::GetAll(t); for(uint32_t i = 0; i < t.Length(); ++i) { Unused << t[i]->SendGamepadUpdate(e); } // If we have a GamepadService in the main process, send directly to it. if (GamepadService::IsServiceRunning()) { RefPtr svc = GamepadService::GetService(); svc->Update(e); } } uint32_t AddGamepad(const char* aID, GamepadMappingType aMapping, uint32_t aNumButtons, uint32_t aNumAxes) { MOZ_ASSERT(NS_IsMainThread()); MOZ_ASSERT(XRE_IsParentProcess()); int index = gGamepadIndex; gGamepadIndex++; GamepadAdded a(NS_ConvertUTF8toUTF16(nsDependentCString(aID)), index, (uint32_t)aMapping, aNumButtons, aNumAxes); NotifyGamepadChange(a); return index; } void RemoveGamepad(uint32_t aIndex) { MOZ_ASSERT(NS_IsMainThread()); MOZ_ASSERT(XRE_IsParentProcess()); GamepadRemoved a(aIndex); NotifyGamepadChange(a); } void NewButtonEvent(uint32_t aIndex, uint32_t aButton, bool aPressed, double aValue) { MOZ_ASSERT(NS_IsMainThread()); MOZ_ASSERT(XRE_IsParentProcess()); GamepadButtonInformation a(aIndex, aButton, aPressed, aValue); NotifyGamepadChange(a); } void NewButtonEvent(uint32_t aIndex, uint32_t aButton, bool aPressed) { MOZ_ASSERT(NS_IsMainThread()); MOZ_ASSERT(XRE_IsParentProcess()); // When only a digital button is available the value will be synthesized. NewButtonEvent(aIndex, aButton, aPressed, aPressed ? 1.0L : 0.0L); } void NewAxisMoveEvent(uint32_t aIndex, uint32_t aAxis, double aValue) { MOZ_ASSERT(NS_IsMainThread()); MOZ_ASSERT(XRE_IsParentProcess()); GamepadAxisInformation a(aIndex, aAxis, aValue); NotifyGamepadChange(a); } void ResetGamepadIndexes() { MOZ_ASSERT(NS_IsMainThread()); MOZ_ASSERT(XRE_IsParentProcess()); gGamepadIndex = 0; } } // namespace GamepadFunctions } // namespace dom } // namespace mozilla