gecko-dev/dom/gamepad/Gamepad.cpp
Chris Martin 886c2c65a8 Bug 1657404 - Implement a strongly-typed, service-dependent gamepad handle r=handyman,aklotz
Currently, the gamepad code uses a uint32_t as a handle and does some trickery
with it by trying to create a unique ID and adding an offset to it for VR code.

This can (and has) led to errors where the developer forgets to perform the
arithmetic and sends the wrong number to the wrong manager.

This change created a strongly-typed handle that remembers which service it
belongs to. This should eliminate such accidents.

Differential Revision: https://phabricator.services.mozilla.com/D96273
2020-12-02 23:06:05 +00:00

194 lines
6.1 KiB
C++

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this file,
* You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "Gamepad.h"
#include "nsPIDOMWindow.h"
#include "nsTArray.h"
#include "nsVariant.h"
#include "mozilla/StaticPrefs_dom.h"
#include "mozilla/dom/GamepadBinding.h"
namespace mozilla::dom {
NS_IMPL_CYCLE_COLLECTING_ADDREF(Gamepad)
NS_IMPL_CYCLE_COLLECTING_RELEASE(Gamepad)
NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION(Gamepad)
NS_WRAPPERCACHE_INTERFACE_MAP_ENTRY
NS_INTERFACE_MAP_ENTRY(nsISupports)
NS_INTERFACE_MAP_END
NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(Gamepad, mParent, mButtons, mPose,
mHapticActuators, mLightIndicators,
mTouchEvents)
void Gamepad::UpdateTimestamp() {
nsCOMPtr<nsPIDOMWindowInner> newWindow(do_QueryInterface(mParent));
if (newWindow) {
Performance* perf = newWindow->GetPerformance();
if (perf) {
mTimestamp = perf->Now();
}
}
}
Gamepad::Gamepad(nsISupports* aParent, const nsAString& aID, int32_t aIndex,
GamepadHandle aHandle, GamepadMappingType aMapping,
GamepadHand aHand, uint32_t aDisplayID, uint32_t aNumButtons,
uint32_t aNumAxes, uint32_t aNumHaptics,
uint32_t aNumLightIndicator, uint32_t aNumTouchEvents)
: mParent(aParent),
mID(aID),
mIndex(aIndex),
mHandle(aHandle),
mDisplayId(aDisplayID),
mTouchIdHashValue(0),
mMapping(aMapping),
mHand(aHand),
mConnected(true),
mButtons(aNumButtons),
mAxes(aNumAxes),
mTimestamp(0) {
for (unsigned i = 0; i < aNumButtons; i++) {
mButtons.InsertElementAt(i, new GamepadButton(mParent));
}
mAxes.InsertElementsAt(0, aNumAxes, 0.0f);
mPose = new GamepadPose(aParent);
for (uint32_t i = 0; i < aNumHaptics; ++i) {
mHapticActuators.AppendElement(
new GamepadHapticActuator(mParent, mHandle, i));
}
for (uint32_t i = 0; i < aNumLightIndicator; ++i) {
mLightIndicators.AppendElement(
new GamepadLightIndicator(mParent, mHandle, i));
}
for (uint32_t i = 0; i < aNumTouchEvents; ++i) {
mTouchEvents.AppendElement(new GamepadTouch(mParent));
}
// Mapping touchId(0) to touchIdHash(0) by default.
mTouchIdHash.Put(0, mTouchIdHashValue);
++mTouchIdHashValue;
UpdateTimestamp();
}
void Gamepad::SetIndex(int32_t aIndex) { mIndex = aIndex; }
void Gamepad::SetConnected(bool aConnected) { mConnected = aConnected; }
void Gamepad::SetButton(uint32_t aButton, bool aPressed, bool aTouched,
double aValue) {
MOZ_ASSERT(aButton < mButtons.Length());
mButtons[aButton]->SetPressed(aPressed);
mButtons[aButton]->SetTouched(aTouched);
mButtons[aButton]->SetValue(aValue);
UpdateTimestamp();
}
void Gamepad::SetAxis(uint32_t aAxis, double aValue) {
MOZ_ASSERT(aAxis < mAxes.Length());
if (mAxes[aAxis] != aValue) {
mAxes[aAxis] = aValue;
Gamepad_Binding::ClearCachedAxesValue(this);
}
UpdateTimestamp();
}
void Gamepad::SetPose(const GamepadPoseState& aPose) {
mPose->SetPoseState(aPose);
UpdateTimestamp();
}
void Gamepad::SetLightIndicatorType(uint32_t aLightIndex,
GamepadLightIndicatorType aType) {
mLightIndicators[aLightIndex]->SetType(aType);
UpdateTimestamp();
}
void Gamepad::SetTouchEvent(uint32_t aTouchIndex,
const GamepadTouchState& aTouch) {
if (aTouchIndex >= mTouchEvents.Length()) {
MOZ_CRASH("Touch index exceeds the event array.");
return;
}
// Handling cross-origin tracking.
GamepadTouchState touchState(aTouch);
if (auto hashValue = mTouchIdHash.GetValue(touchState.touchId)) {
touchState.touchId = *hashValue;
} else {
touchState.touchId = mTouchIdHashValue;
mTouchIdHash.Put(aTouch.touchId, mTouchIdHashValue);
++mTouchIdHashValue;
}
mTouchEvents[aTouchIndex]->SetTouchState(touchState);
UpdateTimestamp();
}
void Gamepad::SetHand(GamepadHand aHand) { mHand = aHand; }
void Gamepad::SyncState(Gamepad* aOther) {
if (mButtons.Length() != aOther->mButtons.Length() ||
mAxes.Length() != aOther->mAxes.Length()) {
return;
}
mConnected = aOther->mConnected;
for (uint32_t i = 0; i < mButtons.Length(); ++i) {
mButtons[i]->SetPressed(aOther->mButtons[i]->Pressed());
mButtons[i]->SetTouched(aOther->mButtons[i]->Touched());
mButtons[i]->SetValue(aOther->mButtons[i]->Value());
}
bool changed = false;
for (uint32_t i = 0; i < mAxes.Length(); ++i) {
changed = changed || (mAxes[i] != aOther->mAxes[i]);
mAxes[i] = aOther->mAxes[i];
}
if (changed) {
Gamepad_Binding::ClearCachedAxesValue(this);
}
if (StaticPrefs::dom_gamepad_extensions_enabled()) {
MOZ_ASSERT(aOther->GetPose());
mPose->SetPoseState(aOther->GetPose()->GetPoseState());
mHand = aOther->Hand();
for (uint32_t i = 0; i < mHapticActuators.Length(); ++i) {
mHapticActuators[i]->Set(aOther->mHapticActuators[i]);
}
if (StaticPrefs::dom_gamepad_extensions_lightindicator()) {
for (uint32_t i = 0; i < mLightIndicators.Length(); ++i) {
mLightIndicators[i]->Set(aOther->mLightIndicators[i]);
}
}
if (StaticPrefs::dom_gamepad_extensions_multitouch()) {
for (uint32_t i = 0; i < mTouchEvents.Length(); ++i) {
mTouchEvents[i]->Set(aOther->mTouchEvents[i]);
}
}
}
UpdateTimestamp();
}
already_AddRefed<Gamepad> Gamepad::Clone(nsISupports* aParent) {
RefPtr<Gamepad> out =
new Gamepad(aParent, mID, mIndex, mHandle, mMapping, mHand, mDisplayId,
mButtons.Length(), mAxes.Length(), mHapticActuators.Length(),
mLightIndicators.Length(), mTouchEvents.Length());
out->SyncState(this);
return out.forget();
}
/* virtual */
JSObject* Gamepad::WrapObject(JSContext* aCx,
JS::Handle<JSObject*> aGivenProto) {
return Gamepad_Binding::Wrap(aCx, this, aGivenProto);
}
} // namespace mozilla::dom