gecko-dev/dom/gamepad/GamepadFunctions.cpp

108 строки
2.8 KiB
C++
Исходник Обычный вид История

/* -*- 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 "mozilla/dom/GamepadFunctions.h"
#include "mozilla/dom/GamepadService.h"
#include "nsHashKeys.h"
#include "mozilla/dom/ContentParent.h"
#include "mozilla/unused.h"
namespace mozilla {
namespace dom {
namespace GamepadFunctions {
namespace {
// Increments as gamepads are added
uint32_t gGamepadIndex = 0;
}
template<class T>
void
NotifyGamepadChange(const T& aInfo)
{
MOZ_ASSERT(NS_IsMainThread());
MOZ_ASSERT(XRE_IsParentProcess());
GamepadChangeEvent e(aInfo);
nsTArray<ContentParent*> t;
ContentParent::GetAll(t);
for(uint32_t i = 0; i < t.Length(); ++i) {
Unused << t[i]->SendGamepadUpdate(e);
}
// If we have a GamepadService in the main process, send directly to it.
if (GamepadService::IsServiceRunning()) {
Bug 1207245 - part 6 - rename nsRefPtr<T> to RefPtr<T>; r=ehsan; a=Tomcat 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
2015-10-18 08:24:48 +03:00
RefPtr<GamepadService> svc = GamepadService::GetService();
svc->Update(e);
}
}
uint32_t
AddGamepad(const char* aID,
GamepadMappingType aMapping,
uint32_t aNumButtons, uint32_t aNumAxes)
{
MOZ_ASSERT(NS_IsMainThread());
MOZ_ASSERT(XRE_IsParentProcess());
int index = gGamepadIndex;
gGamepadIndex++;
GamepadAdded a(NS_ConvertUTF8toUTF16(nsDependentCString(aID)), index,
(uint32_t)aMapping, aNumButtons, aNumAxes);
gGamepadIndex++;
NotifyGamepadChange<GamepadAdded>(a);
return index;
}
void
RemoveGamepad(uint32_t aIndex)
{
MOZ_ASSERT(NS_IsMainThread());
MOZ_ASSERT(XRE_IsParentProcess());
GamepadRemoved a(aIndex);
NotifyGamepadChange<GamepadRemoved>(a);
}
void
NewButtonEvent(uint32_t aIndex, uint32_t aButton,
bool aPressed, double aValue)
{
MOZ_ASSERT(NS_IsMainThread());
MOZ_ASSERT(XRE_IsParentProcess());
GamepadButtonInformation a(aIndex, aButton, aPressed, aValue);
NotifyGamepadChange<GamepadButtonInformation>(a);
}
void
NewButtonEvent(uint32_t aIndex, uint32_t aButton,
bool aPressed)
{
MOZ_ASSERT(NS_IsMainThread());
MOZ_ASSERT(XRE_IsParentProcess());
// When only a digital button is available the value will be synthesized.
NewButtonEvent(aIndex, aButton, aPressed, aPressed ? 1.0L : 0.0L);
}
void
NewAxisMoveEvent(uint32_t aIndex, uint32_t aAxis,
double aValue)
{
MOZ_ASSERT(NS_IsMainThread());
MOZ_ASSERT(XRE_IsParentProcess());
GamepadAxisInformation a(aIndex, aAxis, aValue);
NotifyGamepadChange<GamepadAxisInformation>(a);
}
void
ResetGamepadIndexes()
{
MOZ_ASSERT(NS_IsMainThread());
MOZ_ASSERT(XRE_IsParentProcess());
gGamepadIndex = 0;
}
} // namespace GamepadFunctions
} // namespace dom
} // namespace mozilla