зеркало из https://github.com/mozilla/gecko-dev.git
107 строки
2.8 KiB
C++
107 строки
2.8 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 "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()) {
|
|
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);
|
|
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
|