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The bulk of this commit was generated with a script, executed at the top level of a typical source code checkout. The only non-machine-generated part was modifying MFBT's moz.build to reflect the new naming. CLOSED TREE makes big refactorings like this a piece of cake. # The main substitution. find . -name '*.cpp' -o -name '*.cc' -o -name '*.h' -o -name '*.mm' -o -name '*.idl'| \ xargs perl -p -i -e ' s/nsRefPtr\.h/RefPtr\.h/g; # handle includes s/nsRefPtr ?</RefPtr</g; # handle declarations and variables ' # Handle a special friend declaration in gfx/layers/AtomicRefCountedWithFinalize.h. perl -p -i -e 's/::nsRefPtr;/::RefPtr;/' gfx/layers/AtomicRefCountedWithFinalize.h # Handle nsRefPtr.h itself, a couple places that define constructors # from nsRefPtr, and code generators specially. We do this here, rather # than indiscriminantly s/nsRefPtr/RefPtr/, because that would rename # things like nsRefPtrHashtable. perl -p -i -e 's/nsRefPtr/RefPtr/g' \ mfbt/nsRefPtr.h \ xpcom/glue/nsCOMPtr.h \ xpcom/base/OwningNonNull.h \ ipc/ipdl/ipdl/lower.py \ ipc/ipdl/ipdl/builtin.py \ dom/bindings/Codegen.py \ python/lldbutils/lldbutils/utils.py # In our indiscriminate substitution above, we renamed # nsRefPtrGetterAddRefs, the class behind getter_AddRefs. Fix that up. find . -name '*.cpp' -o -name '*.h' -o -name '*.idl' | \ xargs perl -p -i -e 's/nsRefPtrGetterAddRefs/RefPtrGetterAddRefs/g' if [ -d .git ]; then git mv mfbt/nsRefPtr.h mfbt/RefPtr.h else hg mv mfbt/nsRefPtr.h mfbt/RefPtr.h fi --HG-- rename : mfbt/nsRefPtr.h => mfbt/RefPtr.h
139 lines
5.0 KiB
C++
139 lines
5.0 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this file,
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* You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef mozilla_dom_GamepadService_h_
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#define mozilla_dom_GamepadService_h_
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#include <stdint.h>
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#include "nsAutoPtr.h"
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#include "nsCOMArray.h"
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#include "nsIGamepadServiceTest.h"
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#include "nsGlobalWindow.h"
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#include "nsIFocusManager.h"
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#include "nsIObserver.h"
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#include "nsITimer.h"
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#include "nsTArray.h"
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// Needed for GamepadMappingType
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#include "mozilla/dom/GamepadBinding.h"
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namespace mozilla {
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namespace dom {
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class EventTarget;
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class GamepadChangeEvent;
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class Gamepad;
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class GamepadService : public nsIObserver
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{
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public:
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NS_DECL_ISUPPORTS
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NS_DECL_NSIOBSERVER
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// Returns true if we actually have a service up and running
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static bool IsServiceRunning();
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// Get the singleton service
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static already_AddRefed<GamepadService> GetService();
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// Return true if the API is preffed on.
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static bool IsAPIEnabled();
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void BeginShutdown();
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// Indicate that |aWindow| wants to receive gamepad events.
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void AddListener(nsGlobalWindow* aWindow);
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// Indicate that |aWindow| should no longer receive gamepad events.
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void RemoveListener(nsGlobalWindow* aWindow);
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// Add a gamepad to the list of known gamepads.
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void AddGamepad(uint32_t aIndex, const nsAString& aID, GamepadMappingType aMapping,
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uint32_t aNumButtons, uint32_t aNumAxes);
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// Remove the gamepad at |aIndex| from the list of known gamepads.
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void RemoveGamepad(uint32_t aIndex);
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// Update the state of |aButton| for the gamepad at |aIndex| for all
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// windows that are listening and visible, and fire one of
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// a gamepadbutton{up,down} event at them as well.
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// aPressed is used for digital buttons, aValue is for analog buttons.
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void NewButtonEvent(uint32_t aIndex, uint32_t aButton, bool aPressed,
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double aValue);
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// Update the state of |aAxis| for the gamepad at |aIndex| for all
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// windows that are listening and visible, and fire a gamepadaxismove
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// event at them as well.
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void NewAxisMoveEvent(uint32_t aIndex, uint32_t aAxis, double aValue);
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// Synchronize the state of |aGamepad| to match the gamepad stored at |aIndex|
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void SyncGamepadState(uint32_t aIndex, Gamepad* aGamepad);
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// Returns gamepad object if index exists, null otherwise
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already_AddRefed<Gamepad> GetGamepad(uint32_t aIndex);
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// Receive GamepadChangeEvent messages from parent process to fire DOM events
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void Update(const GamepadChangeEvent& aGamepadEvent);
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protected:
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GamepadService();
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virtual ~GamepadService() {};
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void StartCleanupTimer();
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// Fire a gamepadconnected or gamepaddisconnected event for the gamepad
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// at |aIndex| to all windows that are listening and have received
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// gamepad input.
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void NewConnectionEvent(uint32_t aIndex, bool aConnected);
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// Fire a gamepadaxismove event to the window at |aTarget| for |aGamepad|.
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void FireAxisMoveEvent(EventTarget* aTarget,
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Gamepad* aGamepad,
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uint32_t axis,
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double value);
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// Fire one of gamepadbutton{up,down} event at the window at |aTarget| for
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// |aGamepad|.
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void FireButtonEvent(EventTarget* aTarget,
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Gamepad* aGamepad,
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uint32_t aButton,
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double aValue);
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// Fire one of gamepad{connected,disconnected} event at the window at
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// |aTarget| for |aGamepad|.
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void FireConnectionEvent(EventTarget* aTarget,
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Gamepad* aGamepad,
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bool aConnected);
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// true if this feature is enabled in preferences
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bool mEnabled;
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// true if non-standard events are enabled in preferences
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bool mNonstandardEventsEnabled;
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// true if the platform-specific backend has started work
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bool mStarted;
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// true when shutdown has begun
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bool mShuttingDown;
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private:
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// Returns true if we have already sent data from this gamepad
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// to this window. This should only return true if the user
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// explicitly interacted with a gamepad while this window
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// was focused, by pressing buttons or similar actions.
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bool WindowHasSeenGamepad(nsGlobalWindow* aWindow, uint32_t aIndex);
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// Indicate that a window has recieved data from a gamepad.
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void SetWindowHasSeenGamepad(nsGlobalWindow* aWindow, uint32_t aIndex,
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bool aHasSeen = true);
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static void TimeoutHandler(nsITimer* aTimer, void* aClosure);
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static bool sShutdown;
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// Gamepads connected to the system. Copies of these are handed out
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// to each window.
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nsRefPtrHashtable<nsUint32HashKey, Gamepad> mGamepads;
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// Inner windows that are listening for gamepad events.
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// has been sent to that window.
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nsTArray<RefPtr<nsGlobalWindow> > mListeners;
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nsCOMPtr<nsITimer> mTimer;
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};
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} // namespace dom
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} // namespace mozilla
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#endif // mozilla_dom_GamepadService_h_
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