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4e4bd18cc6
MozReview-Commit-ID: 6V69hOCpyG3 --HG-- extra : rebase_source : 4606710b4b7b72da873a3fb37fec85db89f2e4c0
188 lines
6.8 KiB
Plaintext
188 lines
6.8 KiB
Plaintext
/* 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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#include "nsISupports.idl"
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interface mozIDOMWindow;
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typedef uint32_t nsSuspendedTypes;
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[scriptable, builtinclass, uuid(2822a840-f009-11e5-a837-0800200c9a66)]
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interface nsISuspendedTypes : nsISupports
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{
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/**
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* The suspended enum is used in three different situations,
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* - platform audio focus (Fennec/B2G)
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* - remote media control (Fennec)
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* - block auto-play video in non-active page
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*
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* Note: the "remote side" must control the AudioChannelAgent using
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* nsIAudioChannelAgentCallback.windowSuspendChanged() callback instead using
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* play/pause methods or any button in the webpage.
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*
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* - SUSPENDED_PAUSE :
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* It's used when transiently losing audio focus, the media can't be resumed
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* until we gain the audio focus again. It would change the internal state of
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* MediaElement when it's being suspended/resumed, and it would trigger the
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* related JS event. eg. "play" and "pause" event.
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*
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* - SUSPENDED_BLOCK
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* It's used to prevent auto-playing media in inactive page in order to
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* reduce the power consumption, and the media can't be resumed until the
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* page becomes active again. It would change the internal state of
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* MediaElement when it's being blocked/resumed, so it won't trigger the
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* related JS event. eg. "play" and "pause" event.
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*
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* - SUSPENDED_PAUSE_DISPOSABLE
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* It's used for remote media-control to pause the playing media and when we
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* lose audio focus permanently. It's disposable suspended, so the media can
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* be resumed arbitrary after that. Same as SUSPENDED_PAUSE, it would change
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* the internal state of MediaElement when it's being suspended.
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*
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* - SUSPENDED_STOP_DISPOSABLE
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* It's used for remote media-control to stop the playing media. The remote
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* control would disappear after stopping the media, so we would disconnect
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* the audio channel agent. It's disposable suspended, so the media can be
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* resumed arbitrary after that. Same as SUSPENDED_PAUSE, it would change
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* the internal state of MediaElement when it's being suspended.
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*/
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const uint32_t NONE_SUSPENDED = 0;
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const uint32_t SUSPENDED_PAUSE = 1;
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const uint32_t SUSPENDED_BLOCK = 2;
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const uint32_t SUSPENDED_PAUSE_DISPOSABLE = 3;
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const uint32_t SUSPENDED_STOP_DISPOSABLE = 4;
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};
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%{C++
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namespace mozilla {
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namespace dom {
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// It's defined in dom/audiochannel/AudioChannelService.h.
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class AudioPlaybackConfig;
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}
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}
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%}
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[ptr] native AudioPlaybackConfig(mozilla::dom::AudioPlaybackConfig);
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[uuid(15c05894-408e-4798-b527-a8c32d9c5f8c)]
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interface nsIAudioChannelAgentCallback : nsISupports
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{
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/**
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* Notified when the window volume/mute is changed
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*/
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void windowVolumeChanged(in float aVolume, in bool aMuted);
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/**
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* Notified when the window needs to be suspended or resumed.
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*/
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void windowSuspendChanged(in uint32_t aSuspend);
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/**
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* Notified when the capture state is changed.
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*/
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void windowAudioCaptureChanged(in bool aCapture);
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};
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/**
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* This interface provides an agent for gecko components to participate
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* in the audio channel service. Gecko components are responsible for
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* 1. Indicating what channel type they are using (via the init() member
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* function).
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* 2. Notifying the agent when they start/stop using this channel.
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* 3. Notifying the agent when they are audible.
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*
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* The agent will invoke a callback to notify Gecko components of
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* 1. Changes to the playable status of this channel.
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*/
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[uuid(ab7e21c0-970c-11e5-a837-0800200c9a66)]
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interface nsIAudioChannelAgent : nsISupports
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{
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const long AUDIO_AGENT_CHANNEL_NORMAL = 0;
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const long AUDIO_AGENT_CHANNEL_CONTENT = 1;
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const long AUDIO_AGENT_CHANNEL_NOTIFICATION = 2;
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const long AUDIO_AGENT_CHANNEL_ALARM = 3;
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const long AUDIO_AGENT_CHANNEL_TELEPHONY = 4;
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const long AUDIO_AGENT_CHANNEL_RINGER = 5;
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const long AUDIO_AGENT_CHANNEL_PUBLICNOTIFICATION = 6;
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const long AUDIO_AGENT_CHANNEL_SYSTEM = 7;
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const long AUDIO_AGENT_CHANNEL_ERROR = 1000;
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const long AUDIO_AGENT_STATE_NORMAL = 0;
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const long AUDIO_AGENT_STATE_MUTED = 1;
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const long AUDIO_AGENT_STATE_FADED = 2;
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/**
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* Before init() is called, this returns AUDIO_AGENT_CHANNEL_ERROR.
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*/
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readonly attribute long audioChannelType;
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%{C++
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inline int32_t AudioChannelType() {
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int32_t channel;
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return NS_SUCCEEDED(GetAudioChannelType(&channel)) ? channel : AUDIO_AGENT_CHANNEL_ERROR;
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}
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%}
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/**
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* Initialize the agent with a channel type.
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* Note: This function should only be called once.
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*
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* @param window
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* The window
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* @param channelType
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* Audio Channel Type listed as above
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* @param callback
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* 1. Once the playable status changes, agent uses this callback function
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* to notify Gecko component.
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* 2. The callback is allowed to be null. Ex: telephony doesn't need to
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* listen change of the playable status.
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* 3. The AudioChannelAgent keeps a strong reference to the callback
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* object.
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*/
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void init(in mozIDOMWindow window, in long channelType,
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in nsIAudioChannelAgentCallback callback);
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/**
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* This method is just like init(), except the audio channel agent keeps a
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* weak reference to the callback object.
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*
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* In order for this to work, |callback| must implement
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* nsISupportsWeakReference.
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*/
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void initWithWeakCallback(in mozIDOMWindow window, in long channelType,
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in nsIAudioChannelAgentCallback callback);
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/**
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* Notify the agent that we want to start playing.
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* Note: Gecko component SHOULD call this function first then start to
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* play audio stream only when return value is true.
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*
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* @param config
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* It contains the playback related states (volume/mute/suspend)
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*/
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void notifyStartedPlaying(in AudioPlaybackConfig config, in bool audible);
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/**
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* Notify the agent we no longer want to play.
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*
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* Note : even if notifyStartedPlaying() returned false, the agent would
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* still be registered with the audio channel service and receive callbacks
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* for status changes. So notifyStoppedPlaying must still eventually be
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* called to unregister the agent with the channel service.
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*/
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void notifyStoppedPlaying();
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/**
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* Notify agent that we already start producing audible data.
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*
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* Note : sometime audio might become silent during playing, this method is used to
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* notify the actually audible state to other services which want to know
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* about that, ex. tab sound indicator.
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*/
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void notifyStartedAudible(in bool audible, in uint32_t reason);
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};
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