mirror of
https://github.com/mozilla/gecko-dev.git
synced 2024-12-26 10:10:31 +00:00
574 lines
16 KiB
C++
574 lines
16 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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#include "mozilla/Hal.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 "GamepadService.h"
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#include "Gamepad.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 "GeneratedEvents.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 "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 <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<nsRefPtr<nsGlobalWindow> >::index_type NoIndex =
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nsTArray<nsRefPtr<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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mozilla::hal::StopMonitoringGamepadStatus();
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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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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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mozilla::hal::StartMonitoringGamepadStatus();
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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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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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uint32_t
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GamepadService::AddGamepad(const char* 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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nsRefPtr<Gamepad> gamepad =
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new Gamepad(nullptr,
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NS_ConvertUTF8toUTF16(nsDependentCString(aId)),
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0,
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aMapping,
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aNumButtons,
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aNumAxes);
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int index = -1;
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for (uint32_t i = 0; i < mGamepads.Length(); i++) {
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if (!mGamepads[i]) {
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mGamepads[i] = gamepad;
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index = i;
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break;
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}
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}
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if (index == -1) {
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mGamepads.AppendElement(gamepad);
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index = mGamepads.Length() - 1;
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}
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gamepad->SetIndex(index);
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NewConnectionEvent(index, true);
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return index;
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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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if (aIndex < mGamepads.Length()) {
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mGamepads[aIndex]->SetConnected(false);
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NewConnectionEvent(aIndex, false);
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// If this is the last entry in the list, just remove it.
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if (aIndex == mGamepads.Length() - 1) {
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mGamepads.RemoveElementAt(aIndex);
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} else {
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// Otherwise just null it out and leave it, so the
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// indices of the following entries remain valid.
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mGamepads[aIndex] = nullptr;
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}
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}
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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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{
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// Synthesize a value: 1.0 for pressed, 0.0 for unpressed.
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NewButtonEvent(aIndex, aButton, aPressed, aPressed ? 1.0L : 0.0L);
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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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if (mShuttingDown || aIndex >= mGamepads.Length()) {
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return;
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}
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mGamepads[aIndex]->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<nsRefPtr<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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nsRefPtr<Gamepad> gamepad = listeners[i]->GetGamepad(aIndex);
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if (gamepad) {
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gamepad->SetButton(aButton, aPressed, aValue);
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if (first_time) {
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FireConnectionEvent(listeners[i], gamepad, true);
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}
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if (mNonstandardEventsEnabled) {
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// Fire event
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FireButtonEvent(listeners[i], gamepad, 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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nsRefPtr<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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if (mShuttingDown || aIndex >= mGamepads.Length()) {
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return;
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}
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mGamepads[aIndex]->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<nsRefPtr<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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nsRefPtr<Gamepad> gamepad = listeners[i]->GetGamepad(aIndex);
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if (gamepad) {
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gamepad->SetAxis(aAxis, aValue);
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if (first_time) {
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FireConnectionEvent(listeners[i], gamepad, true);
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}
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if (mNonstandardEventsEnabled) {
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// Fire event
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FireAxisMoveEvent(listeners[i], gamepad, 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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nsRefPtr<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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if (mShuttingDown || aIndex >= mGamepads.Length()) {
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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<nsRefPtr<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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nsRefPtr<Gamepad> gamepad = listeners[i]->GetGamepad(aIndex);
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if (gamepad) {
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// Fire event
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FireConnectionEvent(listeners[i], gamepad, 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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nsRefPtr<Gamepad> gamepad = listeners[i]->GetGamepad(aIndex);
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if (gamepad) {
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gamepad->SetConnected(false);
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// Fire event
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FireConnectionEvent(listeners[i], gamepad, 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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nsRefPtr<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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if (mShuttingDown || !mEnabled || aIndex > mGamepads.Length()) {
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return;
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}
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aGamepad->SyncState(mGamepads[aIndex]);
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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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nsRefPtr<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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nsRefPtr<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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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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nsRefPtr<Gamepad> gamepad = mGamepads[aIndex]->Clone(window);
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aWindow->AddGamepad(aIndex, gamepad);
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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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mozilla::hal::StopMonitoringGamepadStatus();
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self->mStarted = false;
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if (!self->mGamepads.IsEmpty()) {
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self->mGamepads.Clear();
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}
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}
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}
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void
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GamepadService::StartCleanupTimer()
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{
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if (mTimer) {
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mTimer->Cancel();
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}
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mTimer = do_CreateInstance("@mozilla.org/timer;1");
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if (mTimer) {
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mTimer->InitWithFuncCallback(TimeoutHandler,
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this,
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kCleanupDelayMS,
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nsITimer::TYPE_ONE_SHOT);
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}
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}
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/*
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* Implementation of the test service. This is just to provide a simple binding
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* of the GamepadService to JavaScript via XPCOM so that we can write Mochitests
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* that add and remove fake gamepads, avoiding the platform-specific backends.
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*/
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NS_IMPL_ISUPPORTS(GamepadServiceTest, nsIGamepadServiceTest)
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GamepadServiceTest* GamepadServiceTest::sSingleton = nullptr;
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// static
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already_AddRefed<GamepadServiceTest>
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GamepadServiceTest::CreateService()
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{
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if (sSingleton == nullptr) {
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sSingleton = new GamepadServiceTest();
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}
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nsRefPtr<GamepadServiceTest> service = sSingleton;
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return service.forget();
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}
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GamepadServiceTest::GamepadServiceTest()
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{
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/* member initializers and constructor code */
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nsRefPtr<GamepadService> service = GamepadService::GetService();
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}
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/* uint32_t addGamepad (in string id, in unsigned long mapping, in unsigned long numButtons, in unsigned long numAxes); */
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NS_IMETHODIMP GamepadServiceTest::AddGamepad(const char* aID,
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uint32_t aMapping,
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uint32_t aNumButtons,
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uint32_t aNumAxes,
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uint32_t* aRetval)
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{
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*aRetval = gGamepadServiceSingleton->AddGamepad(aID,
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static_cast<GamepadMappingType>(aMapping),
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aNumButtons,
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aNumAxes);
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return NS_OK;
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}
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/* void removeGamepad (in uint32_t index); */
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|
NS_IMETHODIMP GamepadServiceTest::RemoveGamepad(uint32_t aIndex)
|
|
{
|
|
gGamepadServiceSingleton->RemoveGamepad(aIndex);
|
|
return NS_OK;
|
|
}
|
|
|
|
/* void newButtonEvent (in uint32_t index, in uint32_t button,
|
|
in boolean pressed); */
|
|
NS_IMETHODIMP GamepadServiceTest::NewButtonEvent(uint32_t aIndex,
|
|
uint32_t aButton,
|
|
bool aPressed)
|
|
{
|
|
gGamepadServiceSingleton->NewButtonEvent(aIndex, aButton, aPressed);
|
|
return NS_OK;
|
|
}
|
|
|
|
/* void newAxisMoveEvent (in uint32_t index, in uint32_t axis,
|
|
in double value); */
|
|
NS_IMETHODIMP GamepadServiceTest::NewAxisMoveEvent(uint32_t aIndex,
|
|
uint32_t aAxis,
|
|
double aValue)
|
|
{
|
|
gGamepadServiceSingleton->NewAxisMoveEvent(aIndex, aAxis, aValue);
|
|
return NS_OK;
|
|
}
|
|
|
|
} // namespace dom
|
|
} // namespace mozilla
|