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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /dom/gamepad/GamepadManager.h | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
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Add m-esr52 at 52.6.0
Diffstat (limited to 'dom/gamepad/GamepadManager.h')
-rw-r--r-- | dom/gamepad/GamepadManager.h | 156 |
1 files changed, 156 insertions, 0 deletions
diff --git a/dom/gamepad/GamepadManager.h b/dom/gamepad/GamepadManager.h new file mode 100644 index 000000000..1bb437d8f --- /dev/null +++ b/dom/gamepad/GamepadManager.h @@ -0,0 +1,156 @@ +/* -*- 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/. */ + +#ifndef mozilla_dom_GamepadManager_h_ +#define mozilla_dom_GamepadManager_h_ + +#include "nsIIPCBackgroundChildCreateCallback.h" +#include "nsIObserver.h" +// Needed for GamepadMappingType +#include "mozilla/dom/GamepadBinding.h" +#include "mozilla/dom/GamepadServiceType.h" + +class nsGlobalWindow; + +namespace mozilla { +namespace gfx { +class VRManagerChild; +} // namespace gfx +namespace dom { + +class EventTarget; +class Gamepad; +class GamepadChangeEvent; +class GamepadEventChannelChild; + +class GamepadManager final : public nsIObserver, + public nsIIPCBackgroundChildCreateCallback +{ + public: + NS_DECL_ISUPPORTS + NS_DECL_NSIOBSERVER + NS_DECL_NSIIPCBACKGROUNDCHILDCREATECALLBACK + + // Returns true if we actually have a service up and running + static bool IsServiceRunning(); + // Get the singleton service + static already_AddRefed<GamepadManager> GetService(); + // Return true if the API is preffed on. + static bool IsAPIEnabled(); + + void BeginShutdown(); + void StopMonitoring(); + + // Indicate that |aWindow| wants to receive gamepad events. + void AddListener(nsGlobalWindow* aWindow); + // Indicate that |aWindow| should no longer receive gamepad events. + void RemoveListener(nsGlobalWindow* aWindow); + + // Add a gamepad to the list of known gamepads. + void AddGamepad(uint32_t aIndex, const nsAString& aID, GamepadMappingType aMapping, + GamepadServiceType aServiceType, uint32_t aNumButtons, uint32_t aNumAxes); + + // Remove the gamepad at |aIndex| from the list of known gamepads. + void RemoveGamepad(uint32_t aIndex, GamepadServiceType aServiceType); + + // Update the state of |aButton| for the gamepad at |aIndex| for all + // windows that are listening and visible, and fire one of + // a gamepadbutton{up,down} event at them as well. + // aPressed is used for digital buttons, aValue is for analog buttons. + void NewButtonEvent(uint32_t aIndex, GamepadServiceType aServiceType, uint32_t aButton, + bool aPressed, double aValue); + + // Update the state of |aAxis| for the gamepad at |aIndex| for all + // windows that are listening and visible, and fire a gamepadaxismove + // event at them as well. + void NewAxisMoveEvent(uint32_t aIndex, GamepadServiceType aServiceType, + uint32_t aAxis, double aValue); + + // Update the state of |aState| for the gamepad at |aIndex| for all + // windows that are listening and visible. + void NewPoseEvent(uint32_t aIndex, GamepadServiceType aServiceType, + const GamepadPoseState& aState); + + // Synchronize the state of |aGamepad| to match the gamepad stored at |aIndex| + void SyncGamepadState(uint32_t aIndex, Gamepad* aGamepad); + + // Returns gamepad object if index exists, null otherwise + already_AddRefed<Gamepad> GetGamepad(uint32_t aIndex) const; + + // Receive GamepadChangeEvent messages from parent process to fire DOM events + void Update(const GamepadChangeEvent& aGamepadEvent); + + protected: + GamepadManager(); + ~GamepadManager() {}; + + // Fire a gamepadconnected or gamepaddisconnected event for the gamepad + // at |aIndex| to all windows that are listening and have received + // gamepad input. + void NewConnectionEvent(uint32_t aIndex, bool aConnected); + + // Fire a gamepadaxismove event to the window at |aTarget| for |aGamepad|. + void FireAxisMoveEvent(EventTarget* aTarget, + Gamepad* aGamepad, + uint32_t axis, + double value); + + // Fire one of gamepadbutton{up,down} event at the window at |aTarget| for + // |aGamepad|. + void FireButtonEvent(EventTarget* aTarget, + Gamepad* aGamepad, + uint32_t aButton, + double aValue); + + // Fire one of gamepad{connected,disconnected} event at the window at + // |aTarget| for |aGamepad|. + void FireConnectionEvent(EventTarget* aTarget, + Gamepad* aGamepad, + bool aConnected); + + // true if this feature is enabled in preferences + bool mEnabled; + // true if non-standard events are enabled in preferences + bool mNonstandardEventsEnabled; + // true when shutdown has begun + bool mShuttingDown; + + // Gamepad IPDL child + // This pointer is only used by this singleton instance and + // will be destroyed during the IPDL shutdown chain, so we + // don't need to refcount it here. + nsTArray<GamepadEventChannelChild *> mChannelChildren; + gfx::VRManagerChild* mVRChannelChild; + + private: + + nsresult Init(); + + bool MaybeWindowHasSeenGamepad(nsGlobalWindow* aWindow, uint32_t aIndex); + // Returns true if we have already sent data from this gamepad + // to this window. This should only return true if the user + // explicitly interacted with a gamepad while this window + // was focused, by pressing buttons or similar actions. + bool WindowHasSeenGamepad(nsGlobalWindow* aWindow, uint32_t aIndex) const; + // Indicate that a window has received data from a gamepad. + void SetWindowHasSeenGamepad(nsGlobalWindow* aWindow, uint32_t aIndex, + bool aHasSeen = true); + // Our gamepad index has VR_GAMEPAD_IDX_OFFSET while GamepadChannelType + // is from VRManager. + uint32_t GetGamepadIndexWithServiceType(uint32_t aIndex, GamepadServiceType aServiceType); + + // Gamepads connected to the system. Copies of these are handed out + // to each window. + nsRefPtrHashtable<nsUint32HashKey, Gamepad> mGamepads; + // Inner windows that are listening for gamepad events. + // has been sent to that window. + nsTArray<RefPtr<nsGlobalWindow>> mListeners; +}; + +} // namespace dom +} // namespace mozilla + +#endif // mozilla_dom_GamepadManager_h_ |