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--HG-- rename : dom/tests/mochitest/gamepad/test_gamepad_hidden_frame.html => dom/tests/mochitest/gamepad/test_gamepad_connect_events.html
154 lines
5.2 KiB
C++
154 lines
5.2 KiB
C++
/* 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 "Gamepad.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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class nsIDOMDocument;
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namespace mozilla {
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namespace dom {
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class EventTarget;
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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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// 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, and return its index.
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uint32_t AddGamepad(const char* 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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// When only a digital button is available the value will be synthesized.
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void NewButtonEvent(uint32_t aIndex, uint32_t aButton, bool aPressed);
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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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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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nsTArray<nsRefPtr<Gamepad> > mGamepads;
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// nsGlobalWindows that are listening for gamepad events.
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// has been sent to that window.
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nsTArray<nsRefPtr<nsGlobalWindow> > mListeners;
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nsCOMPtr<nsITimer> mTimer;
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nsCOMPtr<nsIFocusManager> mFocusManager;
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nsCOMPtr<nsIObserver> mObserver;
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};
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// Service for testing purposes
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class GamepadServiceTest : public nsIGamepadServiceTest
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{
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public:
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NS_DECL_ISUPPORTS
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NS_DECL_NSIGAMEPADSERVICETEST
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GamepadServiceTest();
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static already_AddRefed<GamepadServiceTest> CreateService();
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private:
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static GamepadServiceTest* sSingleton;
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virtual ~GamepadServiceTest() {};
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};
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} // namespace dom
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} // namespace mozilla
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#define NS_GAMEPAD_TEST_CID \
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{ 0xfb1fcb57, 0xebab, 0x4cf4, \
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{ 0x96, 0x3b, 0x1e, 0x4d, 0xb8, 0x52, 0x16, 0x96 } }
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#define NS_GAMEPAD_TEST_CONTRACTID "@mozilla.org/gamepad-test;1"
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#endif // mozilla_dom_GamepadService_h_
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