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01583602a9
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
554 lines
15 KiB
C++
554 lines
15 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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#include "mozilla/dom/GamepadService.h"
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#include "mozilla/dom/ContentChild.h"
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#include "mozilla/dom/Gamepad.h"
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#include "mozilla/dom/GamepadAxisMoveEvent.h"
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#include "mozilla/dom/GamepadButtonEvent.h"
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#include "mozilla/dom/GamepadEvent.h"
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#include "mozilla/dom/GamepadMonitoring.h"
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#include "mozilla/ClearOnShutdown.h"
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#include "mozilla/Preferences.h"
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#include "mozilla/StaticPtr.h"
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#include "nsAutoPtr.h"
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#include "nsIDOMEvent.h"
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#include "nsIDOMDocument.h"
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#include "nsIDOMWindow.h"
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#include "nsIObserver.h"
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#include "nsIObserverService.h"
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#include "nsIServiceManager.h"
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#include "nsITimer.h"
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#include "nsThreadUtils.h"
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#include "mozilla/Services.h"
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#include <cstddef>
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namespace mozilla {
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namespace dom {
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namespace {
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const char* kGamepadEnabledPref = "dom.gamepad.enabled";
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const char* kGamepadEventsEnabledPref =
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"dom.gamepad.non_standard_events.enabled";
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// Amount of time to wait before cleaning up gamepad resources
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// when no pages are listening for events.
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const int kCleanupDelayMS = 2000;
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const nsTArray<RefPtr<nsGlobalWindow> >::index_type NoIndex =
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nsTArray<RefPtr<nsGlobalWindow> >::NoIndex;
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StaticRefPtr<GamepadService> gGamepadServiceSingleton;
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} // namespace
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bool GamepadService::sShutdown = false;
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NS_IMPL_ISUPPORTS(GamepadService, nsIObserver)
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GamepadService::GamepadService()
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: mStarted(false),
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mShuttingDown(false)
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{
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mEnabled = IsAPIEnabled();
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mNonstandardEventsEnabled =
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Preferences::GetBool(kGamepadEventsEnabledPref, false);
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nsCOMPtr<nsIObserverService> observerService =
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mozilla::services::GetObserverService();
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observerService->AddObserver(this,
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NS_XPCOM_WILL_SHUTDOWN_OBSERVER_ID,
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false);
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}
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NS_IMETHODIMP
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GamepadService::Observe(nsISupports* aSubject,
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const char* aTopic,
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const char16_t* aData)
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{
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nsCOMPtr<nsIObserverService> observerService =
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mozilla::services::GetObserverService();
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observerService->RemoveObserver(this, NS_XPCOM_WILL_SHUTDOWN_OBSERVER_ID);
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BeginShutdown();
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return NS_OK;
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}
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void
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GamepadService::BeginShutdown()
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{
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mShuttingDown = true;
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if (mTimer) {
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mTimer->Cancel();
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}
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if (mStarted) {
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if (XRE_IsParentProcess()) {
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MaybeStopGamepadMonitoring();
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} else {
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ContentChild::GetSingleton()->SendGamepadListenerRemoved();
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}
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mStarted = false;
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}
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// Don't let windows call back to unregister during shutdown
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for (uint32_t i = 0; i < mListeners.Length(); i++) {
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mListeners[i]->SetHasGamepadEventListener(false);
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}
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mListeners.Clear();
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mGamepads.Clear();
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sShutdown = true;
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}
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void
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GamepadService::AddListener(nsGlobalWindow* aWindow)
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{
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MOZ_ASSERT(aWindow);
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MOZ_ASSERT(aWindow->IsInnerWindow());
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if (mShuttingDown) {
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return;
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}
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if (mListeners.IndexOf(aWindow) != NoIndex) {
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return; // already exists
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}
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if (!mStarted && mEnabled) {
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if (XRE_IsParentProcess()) {
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StartGamepadMonitoring();
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} else {
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ContentChild::GetSingleton()->SendGamepadListenerAdded();
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}
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mStarted = true;
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}
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mListeners.AppendElement(aWindow);
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}
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void
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GamepadService::RemoveListener(nsGlobalWindow* aWindow)
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{
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MOZ_ASSERT(aWindow);
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MOZ_ASSERT(aWindow->IsInnerWindow());
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if (mShuttingDown) {
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// Doesn't matter at this point. It's possible we're being called
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// as a result of our own destructor here, so just bail out.
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return;
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}
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if (mListeners.IndexOf(aWindow) == NoIndex) {
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return; // doesn't exist
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}
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mListeners.RemoveElement(aWindow);
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if (mListeners.Length() == 0 && !mShuttingDown && mStarted) {
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StartCleanupTimer();
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}
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}
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already_AddRefed<Gamepad>
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GamepadService::GetGamepad(uint32_t aIndex)
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{
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RefPtr<Gamepad> gamepad;
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if (mGamepads.Get(aIndex, getter_AddRefs(gamepad))) {
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return gamepad.forget();
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}
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return nullptr;
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}
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void
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GamepadService::AddGamepad(uint32_t aIndex,
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const nsAString& aId,
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GamepadMappingType aMapping,
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uint32_t aNumButtons,
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uint32_t aNumAxes)
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{
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//TODO: bug 852258: get initial button/axis state
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RefPtr<Gamepad> gamepad =
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new Gamepad(nullptr,
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aId,
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0, // index is set by global window
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aMapping,
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aNumButtons,
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aNumAxes);
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// We store the gamepad related to its index given by the parent process.
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mGamepads.Put(aIndex, gamepad);
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NewConnectionEvent(aIndex, true);
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}
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void
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GamepadService::RemoveGamepad(uint32_t aIndex)
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{
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RefPtr<Gamepad> gamepad = GetGamepad(aIndex);
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if (!gamepad) {
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NS_WARNING("Trying to delete gamepad with invalid index");
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return;
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}
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gamepad->SetConnected(false);
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NewConnectionEvent(aIndex, false);
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mGamepads.Remove(aIndex);
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}
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void
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GamepadService::NewButtonEvent(uint32_t aIndex, uint32_t aButton, bool aPressed,
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double aValue)
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{
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RefPtr<Gamepad> gamepad = GetGamepad(aIndex);
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if (mShuttingDown || !gamepad) {
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return;
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}
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gamepad->SetButton(aButton, aPressed, aValue);
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// Hold on to listeners in a separate array because firing events
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// can mutate the mListeners array.
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nsTArray<RefPtr<nsGlobalWindow> > listeners(mListeners);
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for (uint32_t i = listeners.Length(); i > 0 ; ) {
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--i;
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// Only send events to non-background windows
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if (!listeners[i]->IsCurrentInnerWindow() ||
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listeners[i]->GetOuterWindow()->IsBackground()) {
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continue;
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}
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bool first_time = false;
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if (!WindowHasSeenGamepad(listeners[i], aIndex)) {
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// This window hasn't seen this gamepad before, so
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// send a connection event first.
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SetWindowHasSeenGamepad(listeners[i], aIndex);
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first_time = true;
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}
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RefPtr<Gamepad> listenerGamepad = listeners[i]->GetGamepad(aIndex);
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if (listenerGamepad) {
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listenerGamepad->SetButton(aButton, aPressed, aValue);
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if (first_time) {
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FireConnectionEvent(listeners[i], listenerGamepad, true);
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}
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if (mNonstandardEventsEnabled) {
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// Fire event
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FireButtonEvent(listeners[i], listenerGamepad, aButton, aValue);
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}
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}
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}
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}
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void
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GamepadService::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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{
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nsString name = aValue == 1.0L ? NS_LITERAL_STRING("gamepadbuttondown") :
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NS_LITERAL_STRING("gamepadbuttonup");
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GamepadButtonEventInit init;
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init.mBubbles = false;
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init.mCancelable = false;
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init.mGamepad = aGamepad;
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init.mButton = aButton;
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RefPtr<GamepadButtonEvent> event =
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GamepadButtonEvent::Constructor(aTarget, name, init);
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event->SetTrusted(true);
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bool defaultActionEnabled = true;
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aTarget->DispatchEvent(event, &defaultActionEnabled);
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}
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void
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GamepadService::NewAxisMoveEvent(uint32_t aIndex, uint32_t aAxis, double aValue)
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{
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RefPtr<Gamepad> gamepad = GetGamepad(aIndex);
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if (mShuttingDown || !gamepad) {
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return;
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}
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gamepad->SetAxis(aAxis, aValue);
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// Hold on to listeners in a separate array because firing events
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// can mutate the mListeners array.
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nsTArray<RefPtr<nsGlobalWindow> > listeners(mListeners);
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for (uint32_t i = listeners.Length(); i > 0 ; ) {
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--i;
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// Only send events to non-background windows
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if (!listeners[i]->IsCurrentInnerWindow() ||
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listeners[i]->GetOuterWindow()->IsBackground()) {
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continue;
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}
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bool first_time = false;
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if (!WindowHasSeenGamepad(listeners[i], aIndex)) {
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// This window hasn't seen this gamepad before, so
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// send a connection event first.
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SetWindowHasSeenGamepad(listeners[i], aIndex);
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first_time = true;
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}
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RefPtr<Gamepad> listenerGamepad = listeners[i]->GetGamepad(aIndex);
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if (listenerGamepad) {
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listenerGamepad->SetAxis(aAxis, aValue);
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if (first_time) {
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FireConnectionEvent(listeners[i], listenerGamepad, true);
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}
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if (mNonstandardEventsEnabled) {
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// Fire event
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FireAxisMoveEvent(listeners[i], listenerGamepad, aAxis, aValue);
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}
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}
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}
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}
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void
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GamepadService::FireAxisMoveEvent(EventTarget* aTarget,
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Gamepad* aGamepad,
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uint32_t aAxis,
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double aValue)
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{
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GamepadAxisMoveEventInit init;
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init.mBubbles = false;
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init.mCancelable = false;
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init.mGamepad = aGamepad;
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init.mAxis = aAxis;
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init.mValue = aValue;
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RefPtr<GamepadAxisMoveEvent> event =
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GamepadAxisMoveEvent::Constructor(aTarget,
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NS_LITERAL_STRING("gamepadaxismove"),
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init);
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event->SetTrusted(true);
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bool defaultActionEnabled = true;
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aTarget->DispatchEvent(event, &defaultActionEnabled);
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}
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void
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GamepadService::NewConnectionEvent(uint32_t aIndex, bool aConnected)
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{
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RefPtr<Gamepad> gamepad = GetGamepad(aIndex);
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if (mShuttingDown || !gamepad) {
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return;
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}
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// Hold on to listeners in a separate array because firing events
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// can mutate the mListeners array.
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nsTArray<RefPtr<nsGlobalWindow> > listeners(mListeners);
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if (aConnected) {
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for (uint32_t i = listeners.Length(); i > 0 ; ) {
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--i;
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// Only send events to non-background windows
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if (!listeners[i]->IsCurrentInnerWindow() ||
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listeners[i]->GetOuterWindow()->IsBackground()) {
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continue;
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}
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// We don't fire a connected event here unless the window
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// has seen input from at least one device.
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if (!listeners[i]->HasSeenGamepadInput()) {
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continue;
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}
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SetWindowHasSeenGamepad(listeners[i], aIndex);
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RefPtr<Gamepad> listenerGamepad = listeners[i]->GetGamepad(aIndex);
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if (listenerGamepad) {
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// Fire event
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FireConnectionEvent(listeners[i], listenerGamepad, aConnected);
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}
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}
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} else {
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// For disconnection events, fire one at every window that has received
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// data from this gamepad.
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for (uint32_t i = listeners.Length(); i > 0 ; ) {
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--i;
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// Even background windows get these events, so we don't have to
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// deal with the hassle of syncing the state of removed gamepads.
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if (WindowHasSeenGamepad(listeners[i], aIndex)) {
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RefPtr<Gamepad> listenerGamepad = listeners[i]->GetGamepad(aIndex);
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if (listenerGamepad) {
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listenerGamepad->SetConnected(false);
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// Fire event
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FireConnectionEvent(listeners[i], listenerGamepad, false);
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listeners[i]->RemoveGamepad(aIndex);
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}
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}
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}
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}
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}
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void
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GamepadService::FireConnectionEvent(EventTarget* aTarget,
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Gamepad* aGamepad,
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bool aConnected)
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{
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nsString name = aConnected ? NS_LITERAL_STRING("gamepadconnected") :
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NS_LITERAL_STRING("gamepaddisconnected");
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GamepadEventInit init;
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init.mBubbles = false;
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init.mCancelable = false;
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init.mGamepad = aGamepad;
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RefPtr<GamepadEvent> event =
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GamepadEvent::Constructor(aTarget, name, init);
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event->SetTrusted(true);
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bool defaultActionEnabled = true;
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aTarget->DispatchEvent(event, &defaultActionEnabled);
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}
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void
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GamepadService::SyncGamepadState(uint32_t aIndex, Gamepad* aGamepad)
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{
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RefPtr<Gamepad> gamepad = GetGamepad(aIndex);
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if (mShuttingDown || !mEnabled || !gamepad) {
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return;
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}
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aGamepad->SyncState(gamepad);
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}
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// static
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bool
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GamepadService::IsServiceRunning()
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{
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return !!gGamepadServiceSingleton;
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}
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// static
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already_AddRefed<GamepadService>
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GamepadService::GetService()
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{
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if (sShutdown) {
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return nullptr;
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}
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if (!gGamepadServiceSingleton) {
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gGamepadServiceSingleton = new GamepadService();
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ClearOnShutdown(&gGamepadServiceSingleton);
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}
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RefPtr<GamepadService> service(gGamepadServiceSingleton);
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return service.forget();
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}
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// static
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bool
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GamepadService::IsAPIEnabled() {
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return Preferences::GetBool(kGamepadEnabledPref, false);
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}
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bool
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GamepadService::WindowHasSeenGamepad(nsGlobalWindow* aWindow, uint32_t aIndex)
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{
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RefPtr<Gamepad> gamepad = aWindow->GetGamepad(aIndex);
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return gamepad != nullptr;
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}
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void
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GamepadService::SetWindowHasSeenGamepad(nsGlobalWindow* aWindow,
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uint32_t aIndex,
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bool aHasSeen)
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{
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MOZ_ASSERT(aWindow);
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MOZ_ASSERT(aWindow->IsInnerWindow());
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if (mListeners.IndexOf(aWindow) == NoIndex) {
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// This window isn't even listening for gamepad events.
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return;
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}
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if (aHasSeen) {
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aWindow->SetHasSeenGamepadInput(true);
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nsCOMPtr<nsISupports> window = ToSupports(aWindow);
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RefPtr<Gamepad> gamepad = GetGamepad(aIndex);
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MOZ_ASSERT(gamepad);
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if (!gamepad) {
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return;
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}
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RefPtr<Gamepad> clonedGamepad = gamepad->Clone(window);
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aWindow->AddGamepad(aIndex, clonedGamepad);
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} else {
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aWindow->RemoveGamepad(aIndex);
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}
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}
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// static
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void
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GamepadService::TimeoutHandler(nsITimer* aTimer, void* aClosure)
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{
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// the reason that we use self, instead of just using nsITimerCallback or nsIObserver
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// is so that subclasses are free to use timers without worry about the base classes's
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// usage.
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GamepadService* self = reinterpret_cast<GamepadService*>(aClosure);
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if (!self) {
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NS_ERROR("no self");
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return;
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}
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if (self->mShuttingDown) {
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return;
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}
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if (self->mListeners.Length() == 0) {
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if (XRE_IsParentProcess()) {
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MaybeStopGamepadMonitoring();
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} else {
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ContentChild::GetSingleton()->SendGamepadListenerRemoved();
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}
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self->mStarted = false;
|
|
self->mGamepads.Clear();
|
|
}
|
|
}
|
|
|
|
void
|
|
GamepadService::StartCleanupTimer()
|
|
{
|
|
if (mTimer) {
|
|
mTimer->Cancel();
|
|
}
|
|
|
|
mTimer = do_CreateInstance("@mozilla.org/timer;1");
|
|
if (mTimer) {
|
|
mTimer->InitWithFuncCallback(TimeoutHandler,
|
|
this,
|
|
kCleanupDelayMS,
|
|
nsITimer::TYPE_ONE_SHOT);
|
|
}
|
|
}
|
|
|
|
void
|
|
GamepadService::Update(const GamepadChangeEvent& aEvent)
|
|
{
|
|
if (aEvent.type() == GamepadChangeEvent::TGamepadAdded) {
|
|
const GamepadAdded& a = aEvent.get_GamepadAdded();
|
|
AddGamepad(a.index(), a.id(),
|
|
static_cast<GamepadMappingType>(a.mapping()),
|
|
a.num_buttons(), a.num_axes());
|
|
} else if (aEvent.type() == GamepadChangeEvent::TGamepadRemoved) {
|
|
const GamepadRemoved& a = aEvent.get_GamepadRemoved();
|
|
RemoveGamepad(a.index());
|
|
} else if (aEvent.type() == GamepadChangeEvent::TGamepadButtonInformation) {
|
|
const GamepadButtonInformation& a = aEvent.get_GamepadButtonInformation();
|
|
NewButtonEvent(a.index(), a.button(), a.pressed(), a.value());
|
|
} else if (aEvent.type() == GamepadChangeEvent::TGamepadAxisInformation) {
|
|
const GamepadAxisInformation& a = aEvent.get_GamepadAxisInformation();
|
|
NewAxisMoveEvent(a.index(), a.axis(), a.value());
|
|
} else {
|
|
MOZ_CRASH("We shouldn't be here!");
|
|
}
|
|
}
|
|
|
|
} // namespace dom
|
|
} // namespace mozilla
|