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7846407933
Backed out changeset d2688bd29cba (bug 1658419) Backed out changeset 7db6f9ba1fe6 (bug 1658419) Backed out changeset 8d3c6d538b7b (bug 1658419) Backed out changeset 11e3f0658049 (bug 1658419)
157 lines
6.2 KiB
C++
157 lines
6.2 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_GamepadManager_h_
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#define mozilla_dom_GamepadManager_h_
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#include "nsIObserver.h"
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#include "nsRefPtrHashtable.h"
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// Needed for GamepadMappingType
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#include "mozilla/dom/GamepadBinding.h"
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#include "mozilla/dom/GamepadHandle.h"
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#include <utility>
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class nsGlobalWindowInner;
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class nsIGlobalObject;
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namespace mozilla {
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namespace gfx {
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class VRManagerChild;
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} // namespace gfx
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namespace dom {
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class EventTarget;
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class Gamepad;
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class GamepadChangeEvent;
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class GamepadEventChannelChild;
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class GamepadManager final : public nsIObserver {
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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<GamepadManager> GetService();
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void BeginShutdown();
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void StopMonitoring();
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// Indicate that |aWindow| wants to receive gamepad events.
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void AddListener(nsGlobalWindowInner* aWindow);
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// Indicate that |aWindow| should no longer receive gamepad events.
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void RemoveListener(nsGlobalWindowInner* aWindow);
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// Add a gamepad to the list of known gamepads.
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void AddGamepad(GamepadHandle aHandle, const nsAString& aID,
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GamepadMappingType aMapping, GamepadHand aHand,
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uint32_t aDisplayID, uint32_t aNumButtons, uint32_t aNumAxes,
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uint32_t aNumHaptics, uint32_t aNumLightIndicator,
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uint32_t aNumTouchEvents);
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// Remove the gamepad at |aIndex| from the list of known gamepads.
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void RemoveGamepad(GamepadHandle aHandle);
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// Synchronize the state of |aGamepad| to match the gamepad stored at |aIndex|
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void SyncGamepadState(GamepadHandle aHandle, nsGlobalWindowInner* aWindow,
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Gamepad* aGamepad);
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// Returns gamepad object if index exists, null otherwise
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already_AddRefed<Gamepad> GetGamepad(GamepadHandle aHandle) const;
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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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// Trigger vibrate haptic event to gamepad channels.
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already_AddRefed<Promise> VibrateHaptic(GamepadHandle aHandle,
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uint32_t aHapticIndex,
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double aIntensity, double aDuration,
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nsIGlobalObject* aGlobal,
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ErrorResult& aRv);
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// Send stop haptic events to gamepad channels.
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void StopHaptics();
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// Set light indicator color event to gamepad channels.
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already_AddRefed<Promise> SetLightIndicatorColor(GamepadHandle aHandle,
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uint32_t aLightColorIndex,
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uint8_t aRed, uint8_t aGreen,
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uint8_t aBlue,
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nsIGlobalObject* aGlobal,
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ErrorResult& aRv);
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protected:
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GamepadManager();
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~GamepadManager() = default;
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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(GamepadHandle aHandle, 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, Gamepad* aGamepad, 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, Gamepad* aGamepad,
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uint32_t aButton, 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, 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 when shutdown has begun
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bool mShuttingDown;
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RefPtr<GamepadEventChannelChild> mChannelChild;
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private:
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nsresult Init();
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void MaybeConvertToNonstandardGamepadEvent(const GamepadChangeEvent& aEvent,
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nsGlobalWindowInner* aWindow);
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bool SetGamepadByEvent(const GamepadChangeEvent& aEvent,
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nsGlobalWindowInner* aWindow = nullptr);
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// To avoid unintentionally causing the gamepad be activated.
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// Returns false if this gamepad hasn't been seen by this window
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// and the axis move data is less than AXIS_FIRST_INTENT_THRESHOLD_VALUE.
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bool AxisMoveIsFirstIntent(nsGlobalWindowInner* aWindow,
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GamepadHandle aHandle,
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const GamepadChangeEvent& aEvent);
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bool MaybeWindowHasSeenGamepad(nsGlobalWindowInner* aWindow,
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GamepadHandle aHandle);
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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(nsGlobalWindowInner* aWindow,
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GamepadHandle aHandle) const;
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// Indicate that a window has received data from a gamepad.
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void SetWindowHasSeenGamepad(nsGlobalWindowInner* aWindow,
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GamepadHandle aHandle, bool aHasSeen = true);
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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<nsGenericHashKey<GamepadHandle>, 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<nsGlobalWindowInner>> mListeners;
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uint32_t mPromiseID;
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};
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} // namespace dom
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} // namespace mozilla
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#endif // mozilla_dom_GamepadManager_h_
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