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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/GamepadPlatformService.h | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
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Add m-esr52 at 52.6.0
Diffstat (limited to 'dom/gamepad/GamepadPlatformService.h')
-rw-r--r-- | dom/gamepad/GamepadPlatformService.h | 104 |
1 files changed, 104 insertions, 0 deletions
diff --git a/dom/gamepad/GamepadPlatformService.h b/dom/gamepad/GamepadPlatformService.h new file mode 100644 index 000000000..0a61281e4 --- /dev/null +++ b/dom/gamepad/GamepadPlatformService.h @@ -0,0 +1,104 @@ +/* -*- 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_GamepadPlatformService_h_ +#define mozilla_dom_GamepadPlatformService_h_ + +#include "mozilla/dom/GamepadBinding.h" + +#include "mozilla/Mutex.h" +#include "mozilla/StaticPtr.h" + +namespace mozilla { +namespace dom { + +class GamepadEventChannelParent; + +// Platform Service for building and transmitting IPDL messages +// through the HAL sandbox. Used by platform specific +// Gamepad implementations +// +// This class can be accessed by the following 2 threads : +// 1. Background thread: +// This thread takes charge of IPDL communications +// between here and DOM side +// +// 2. Monitor Thread: +// This thread is populated in platform-dependent backends, which +// is in charge of processing gamepad hardware events from OS +class GamepadPlatformService final +{ + NS_INLINE_DECL_THREADSAFE_REFCOUNTING(GamepadPlatformService) + public: + //Get the singleton service + static already_AddRefed<GamepadPlatformService> GetParentService(); + + // Add a gamepad to the list of known gamepads, and return its index. + uint32_t AddGamepad(const char* aID, GamepadMappingType aMapping, + uint32_t aNumButtons, uint32_t aNumAxes); + // Remove the gamepad at |aIndex| from the list of known gamepads. + void RemoveGamepad(uint32_t aIndex); + + // 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, uint32_t aButton, bool aPressed, + double aValue); + // When only a digital button is available the value will be synthesized. + void NewButtonEvent(uint32_t aIndex, uint32_t aButton, bool aPressed); + + // 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, uint32_t aAxis, double aValue); + + // When shutting down the platform communications for gamepad, also reset the + // indexes. + void ResetGamepadIndexes(); + + //Add IPDL parent instance + void AddChannelParent(GamepadEventChannelParent* aParent); + + //Remove IPDL parent instance + void RemoveChannelParent(GamepadEventChannelParent* aParent); + + bool HasGamepadListeners(); + + void MaybeShutdown(); + + private: + GamepadPlatformService(); + ~GamepadPlatformService(); + template<class T> void NotifyGamepadChange(const T& aInfo); + + // Flush all pending events buffered in mPendingEvents, must be called + // with mMutex held + void FlushPendingEvents(); + void Cleanup(); + + // mGamepadIndex can only be accessed by monitor thread + uint32_t mGamepadIndex; + + // mChannelParents stores all the GamepadEventChannelParent instances + // which may be accessed by both background thread and monitor thread + // simultaneously, so we have a mutex to prevent race condition + nsTArray<RefPtr<GamepadEventChannelParent>> mChannelParents; + + // This mutex protects mChannelParents from race condition + // between background and monitor thread + Mutex mMutex; + + // In mochitest, it is possible that the test Events is synthesized + // before GamepadEventChannel created, we need to buffer all events + // until the channel is created if that happens. + nsTArray<GamepadChangeEvent> mPendingEvents; +}; + +} // namespace dom +} // namespace mozilla + +#endif |