gecko-dev/dom/gamepad/GamepadService.h
Nathan Froyd 01583602a9 Bug 1207245 - part 6 - rename nsRefPtr<T> to RefPtr<T>; r=ehsan; a=Tomcat
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
2015-10-18 01:24:48 -04:00

139 lines
5.0 KiB
C++

/* -*- 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/. */
#ifndef mozilla_dom_GamepadService_h_
#define mozilla_dom_GamepadService_h_
#include <stdint.h>
#include "nsAutoPtr.h"
#include "nsCOMArray.h"
#include "nsIGamepadServiceTest.h"
#include "nsGlobalWindow.h"
#include "nsIFocusManager.h"
#include "nsIObserver.h"
#include "nsITimer.h"
#include "nsTArray.h"
// Needed for GamepadMappingType
#include "mozilla/dom/GamepadBinding.h"
namespace mozilla {
namespace dom {
class EventTarget;
class GamepadChangeEvent;
class Gamepad;
class GamepadService : public nsIObserver
{
public:
NS_DECL_ISUPPORTS
NS_DECL_NSIOBSERVER
// Returns true if we actually have a service up and running
static bool IsServiceRunning();
// Get the singleton service
static already_AddRefed<GamepadService> GetService();
// Return true if the API is preffed on.
static bool IsAPIEnabled();
void BeginShutdown();
// Indicate that |aWindow| wants to receive gamepad events.
void AddListener(nsGlobalWindow* aWindow);
// Indicate that |aWindow| should no longer receive gamepad events.
void RemoveListener(nsGlobalWindow* aWindow);
// Add a gamepad to the list of known gamepads.
void AddGamepad(uint32_t aIndex, const nsAString& aID, GamepadMappingType aMapping,
uint32_t aNumButtons, uint32_t aNumAxes);
// Remove the gamepad at |aIndex| from the list of known gamepads.
void RemoveGamepad(uint32_t aIndex);
// Update the state of |aButton| for the gamepad at |aIndex| for all
// windows that are listening and visible, and fire one of
// a gamepadbutton{up,down} event at them as well.
// aPressed is used for digital buttons, aValue is for analog buttons.
void NewButtonEvent(uint32_t aIndex, uint32_t aButton, bool aPressed,
double aValue);
// Update the state of |aAxis| for the gamepad at |aIndex| for all
// windows that are listening and visible, and fire a gamepadaxismove
// event at them as well.
void NewAxisMoveEvent(uint32_t aIndex, uint32_t aAxis, double aValue);
// Synchronize the state of |aGamepad| to match the gamepad stored at |aIndex|
void SyncGamepadState(uint32_t aIndex, Gamepad* aGamepad);
// Returns gamepad object if index exists, null otherwise
already_AddRefed<Gamepad> GetGamepad(uint32_t aIndex);
// Receive GamepadChangeEvent messages from parent process to fire DOM events
void Update(const GamepadChangeEvent& aGamepadEvent);
protected:
GamepadService();
virtual ~GamepadService() {};
void StartCleanupTimer();
// Fire a gamepadconnected or gamepaddisconnected event for the gamepad
// at |aIndex| to all windows that are listening and have received
// gamepad input.
void NewConnectionEvent(uint32_t aIndex, bool aConnected);
// Fire a gamepadaxismove event to the window at |aTarget| for |aGamepad|.
void FireAxisMoveEvent(EventTarget* aTarget,
Gamepad* aGamepad,
uint32_t axis,
double value);
// Fire one of gamepadbutton{up,down} event at the window at |aTarget| for
// |aGamepad|.
void FireButtonEvent(EventTarget* aTarget,
Gamepad* aGamepad,
uint32_t aButton,
double aValue);
// Fire one of gamepad{connected,disconnected} event at the window at
// |aTarget| for |aGamepad|.
void FireConnectionEvent(EventTarget* aTarget,
Gamepad* aGamepad,
bool aConnected);
// true if this feature is enabled in preferences
bool mEnabled;
// true if non-standard events are enabled in preferences
bool mNonstandardEventsEnabled;
// true if the platform-specific backend has started work
bool mStarted;
// true when shutdown has begun
bool mShuttingDown;
private:
// Returns true if we have already sent data from this gamepad
// to this window. This should only return true if the user
// explicitly interacted with a gamepad while this window
// was focused, by pressing buttons or similar actions.
bool WindowHasSeenGamepad(nsGlobalWindow* aWindow, uint32_t aIndex);
// Indicate that a window has recieved data from a gamepad.
void SetWindowHasSeenGamepad(nsGlobalWindow* aWindow, uint32_t aIndex,
bool aHasSeen = true);
static void TimeoutHandler(nsITimer* aTimer, void* aClosure);
static bool sShutdown;
// Gamepads connected to the system. Copies of these are handed out
// to each window.
nsRefPtrHashtable<nsUint32HashKey, Gamepad> mGamepads;
// Inner windows that are listening for gamepad events.
// has been sent to that window.
nsTArray<RefPtr<nsGlobalWindow> > mListeners;
nsCOMPtr<nsITimer> mTimer;
};
} // namespace dom
} // namespace mozilla
#endif // mozilla_dom_GamepadService_h_