зеркало из https://github.com/mozilla/gecko-dev.git
91 строка
3.5 KiB
Plaintext
91 строка
3.5 KiB
Plaintext
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* vim: sw=2 ts=8 et :
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*/
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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include LayersSurfaces;
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include protocol PVRLayer;
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include LayersMessages;
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include GamepadEventTypes;
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include "VRMessageUtils.h";
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using struct mozilla::gfx::VRFieldOfView from "gfxVR.h";
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using struct mozilla::gfx::VRDisplayInfo from "gfxVR.h";
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using struct mozilla::gfx::VRSensorUpdate from "gfxVR.h";
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using struct mozilla::gfx::VRHMDSensorState from "gfxVR.h";
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using struct mozilla::gfx::VRControllerInfo from "gfxVR.h";
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using struct mozilla::gfx::VRSubmitFrameResultInfo from "gfxVR.h";
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using mozilla::layers::LayersBackend from "mozilla/layers/LayersTypes.h";
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using mozilla::layers::TextureFlags from "mozilla/layers/CompositorTypes.h";
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namespace mozilla {
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namespace gfx {
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/**
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* The PVRManager protocol is used to enable communication of VR display
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* enumeration and sensor state between the compositor thread and
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* content threads/processes.
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*/
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sync protocol PVRManager
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{
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manages PVRLayer;
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parent:
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async PVRLayer(uint32_t aDisplayID, uint32_t aGroup);
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// (Re)Enumerate VR Displays. An updated list of VR displays will be returned
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// asynchronously to children via UpdateDisplayInfo.
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async RefreshDisplays();
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// Reset the sensor of the display identified by aDisplayID so that the current
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// sensor state is the "Zero" position.
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async ResetSensor(uint32_t aDisplayID);
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async SetGroupMask(uint32_t aDisplayID, uint32_t aGroupMask);
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async SetHaveEventListener(bool aHaveEventListener);
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async ControllerListenerAdded();
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async ControllerListenerRemoved();
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async VibrateHaptic(uint32_t aControllerIdx, uint32_t aHapticIndex,
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double aIntensity, double aDuration, uint32_t aPromiseID);
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async StopVibrateHaptic(uint32_t aControllerIdx);
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async CreateVRTestSystem();
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async CreateVRServiceTestDisplay(nsCString aID, uint32_t aPromiseID);
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async CreateVRServiceTestController(nsCString aID, uint32_t aPromiseID);
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async SetDisplayInfoToMockDisplay(uint32_t aDeviceID, VRDisplayInfo aDisplayInfo);
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async SetSensorStateToMockDisplay(uint32_t aDeviceID, VRHMDSensorState aSensorState);
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async NewButtonEventToMockController(uint32_t aDeviceID, long aButton,
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bool aPressed);
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async NewAxisMoveEventToMockController(uint32_t aDeviceID, long aAxis,
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double aValue);
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async NewPoseMoveToMockController(uint32_t aDeviceID, GamepadPoseState aPose);
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child:
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// Notify children of updated VR display enumeration and details. This will
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// be sent to all children when the parent receives RefreshDisplays, even
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// if no changes have been detected. This ensures that Promises exposed
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// through DOM calls are always resolved.
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async UpdateDisplayInfo(VRDisplayInfo[] aDisplayUpdates);
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async DispatchSubmitFrameResult(uint32_t aDisplayID, VRSubmitFrameResultInfo aResult);
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async GamepadUpdate(GamepadChangeEvent aGamepadEvent);
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async ReplyGamepadVibrateHaptic(uint32_t aPromiseID);
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async ReplyCreateVRServiceTestDisplay(nsCString aID, uint32_t aPromiseID,
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uint32_t aDeviceID);
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async ReplyCreateVRServiceTestController(nsCString aID, uint32_t aPromiseID,
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uint32_t aDeviceID);
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async __delete__();
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};
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} // gfx
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} // mozilla
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