зеркало из https://github.com/mozilla/gecko-dev.git
313 строки
12 KiB
C++
313 строки
12 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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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 <math.h>
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#include "prlink.h"
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#include "prenv.h"
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#include "gfxPrefs.h"
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#include "nsIGlobalObject.h"
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#include "nsRefPtrHashtable.h"
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#include "nsString.h"
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#include "mozilla/dom/GamepadManager.h"
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#include "mozilla/dom/Gamepad.h"
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#include "mozilla/Preferences.h"
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#include "mozilla/Unused.h"
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#include "nsServiceManagerUtils.h"
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#include "nsIScreenManager.h"
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#ifdef XP_WIN
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# include "../layers/d3d11/CompositorD3D11.h"
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#endif
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#include "VRDisplayClient.h"
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#include "VRDisplayPresentation.h"
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#include "VRManagerChild.h"
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#include "VRLayerChild.h"
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using namespace mozilla;
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using namespace mozilla::gfx;
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VRDisplayClient::VRDisplayClient(const VRDisplayInfo& aDisplayInfo)
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: mDisplayInfo(aDisplayInfo),
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bLastEventWasMounted(false),
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bLastEventWasPresenting(false),
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mPresentationCount(0),
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mLastEventFrameId(0),
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mLastPresentingGeneration(0),
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mLastEventControllerState{} {
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MOZ_COUNT_CTOR(VRDisplayClient);
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}
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VRDisplayClient::~VRDisplayClient() { MOZ_COUNT_DTOR(VRDisplayClient); }
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void VRDisplayClient::UpdateDisplayInfo(const VRDisplayInfo& aDisplayInfo) {
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mDisplayInfo = aDisplayInfo;
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FireEvents();
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}
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already_AddRefed<VRDisplayPresentation> VRDisplayClient::BeginPresentation(
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const nsTArray<mozilla::dom::VRLayer>& aLayers, uint32_t aGroup) {
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++mPresentationCount;
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RefPtr<VRDisplayPresentation> presentation =
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new VRDisplayPresentation(this, aLayers, aGroup);
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return presentation.forget();
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}
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void VRDisplayClient::PresentationDestroyed() { --mPresentationCount; }
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void VRDisplayClient::ZeroSensor() {
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VRManagerChild* vm = VRManagerChild::Get();
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vm->SendResetSensor(mDisplayInfo.mDisplayID);
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}
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void VRDisplayClient::SetGroupMask(uint32_t aGroupMask) {
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VRManagerChild* vm = VRManagerChild::Get();
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vm->SendSetGroupMask(mDisplayInfo.mDisplayID, aGroupMask);
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}
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bool VRDisplayClient::IsPresentationGenerationCurrent() const {
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if (mLastPresentingGeneration !=
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mDisplayInfo.mDisplayState.presentingGeneration) {
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return false;
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}
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return true;
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}
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void VRDisplayClient::MakePresentationGenerationCurrent() {
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mLastPresentingGeneration = mDisplayInfo.mDisplayState.presentingGeneration;
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}
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void VRDisplayClient::FireEvents() {
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RefPtr<VRManagerChild> vm = VRManagerChild::Get();
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// Only fire these events for non-chrome VR sessions
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bool isPresenting = (mDisplayInfo.mPresentingGroups & kVRGroupContent) != 0;
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// Check if we need to trigger onVRDisplayPresentChange event
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if (bLastEventWasPresenting != isPresenting) {
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bLastEventWasPresenting = isPresenting;
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vm->FireDOMVRDisplayPresentChangeEvent(mDisplayInfo.mDisplayID);
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}
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// Check if we need to trigger onvrdisplayactivate event
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if (!bLastEventWasMounted && mDisplayInfo.mDisplayState.isMounted) {
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bLastEventWasMounted = true;
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if (gfxPrefs::VRAutoActivateEnabled()) {
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vm->FireDOMVRDisplayMountedEvent(mDisplayInfo.mDisplayID);
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}
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}
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// Check if we need to trigger onvrdisplaydeactivate event
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if (bLastEventWasMounted && !mDisplayInfo.mDisplayState.isMounted) {
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bLastEventWasMounted = false;
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if (gfxPrefs::VRAutoActivateEnabled()) {
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vm->FireDOMVRDisplayUnmountedEvent(mDisplayInfo.mDisplayID);
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}
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}
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if (mLastPresentingGeneration !=
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mDisplayInfo.mDisplayState.presentingGeneration) {
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mLastPresentingGeneration = mDisplayInfo.mDisplayState.presentingGeneration;
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vm->NotifyPresentationGenerationChanged(mDisplayInfo.mDisplayID);
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}
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// Check if we need to trigger VRDisplay.requestAnimationFrame
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if (mLastEventFrameId != mDisplayInfo.mFrameId) {
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mLastEventFrameId = mDisplayInfo.mFrameId;
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vm->RunFrameRequestCallbacks();
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}
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FireGamepadEvents();
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}
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void VRDisplayClient::FireGamepadEvents() {
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RefPtr<dom::GamepadManager> gamepadManager(dom::GamepadManager::GetService());
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if (!gamepadManager) {
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return;
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}
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for (int stateIndex = 0; stateIndex < kVRControllerMaxCount; stateIndex++) {
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const VRControllerState& state = mDisplayInfo.mControllerState[stateIndex];
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const VRControllerState& lastState = mLastEventControllerState[stateIndex];
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uint32_t gamepadId =
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mDisplayInfo.mDisplayID * kVRControllerMaxCount + stateIndex;
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bool bIsNew = false;
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// Send events to notify that controllers are removed
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if (state.controllerName[0] == '\0') {
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// Controller is not present
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if (lastState.controllerName[0] != '\0') {
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// Controller has been removed
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dom::GamepadRemoved info;
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dom::GamepadChangeEventBody body(info);
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dom::GamepadChangeEvent event(gamepadId, dom::GamepadServiceType::VR,
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body);
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gamepadManager->Update(event);
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}
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// Do not process any further events for removed controllers
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continue;
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}
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// Send events to notify that new controllers are added
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RefPtr<dom::Gamepad> existing =
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gamepadManager->GetGamepad(gamepadId, dom::GamepadServiceType::VR);
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// ControllerState in OpenVR action-based API gets delay to query btn and
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// axis count. So, we need to check if they are more than zero.
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if ((lastState.controllerName[0] == '\0' || !existing) &&
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(state.numButtons > 0 || state.numAxes > 0)) {
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dom::GamepadAdded info(NS_ConvertUTF8toUTF16(state.controllerName),
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dom::GamepadMappingType::_empty, state.hand,
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mDisplayInfo.mDisplayID, state.numButtons,
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state.numAxes, state.numHaptics);
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dom::GamepadChangeEventBody body(info);
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dom::GamepadChangeEvent event(gamepadId, dom::GamepadServiceType::VR,
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body);
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gamepadManager->Update(event);
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bIsNew = true;
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}
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// Send events for handedness changes
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if (state.hand != lastState.hand) {
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dom::GamepadHandInformation info(state.hand);
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dom::GamepadChangeEventBody body(info);
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dom::GamepadChangeEvent event(gamepadId, dom::GamepadServiceType::VR,
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body);
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gamepadManager->Update(event);
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}
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// Send events for axis value changes
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for (uint32_t axisIndex = 0; axisIndex < state.numAxes; axisIndex++) {
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if (state.axisValue[axisIndex] != lastState.axisValue[axisIndex]) {
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dom::GamepadAxisInformation info(axisIndex, state.axisValue[axisIndex]);
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dom::GamepadChangeEventBody body(info);
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dom::GamepadChangeEvent event(gamepadId, dom::GamepadServiceType::VR,
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body);
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gamepadManager->Update(event);
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}
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}
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// Send events for trigger, touch, and button value changes
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if (!bIsNew) {
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// When a new controller is added, we do not emit button events for
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// the initial state of the inputs.
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for (uint32_t buttonIndex = 0; buttonIndex < state.numButtons;
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buttonIndex++) {
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bool bPressed = (state.buttonPressed & (1ULL << buttonIndex)) != 0;
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bool bTouched = (state.buttonTouched & (1ULL << buttonIndex)) != 0;
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bool bLastPressed =
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(lastState.buttonPressed & (1ULL << buttonIndex)) != 0;
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bool bLastTouched =
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(lastState.buttonTouched & (1ULL << buttonIndex)) != 0;
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if (state.triggerValue[buttonIndex] !=
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lastState.triggerValue[buttonIndex] ||
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bPressed != bLastPressed || bTouched != bLastTouched) {
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dom::GamepadButtonInformation info(
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buttonIndex, state.triggerValue[buttonIndex], bPressed, bTouched);
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dom::GamepadChangeEventBody body(info);
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dom::GamepadChangeEvent event(gamepadId, dom::GamepadServiceType::VR,
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body);
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gamepadManager->Update(event);
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}
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}
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}
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// Send events for pose changes
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// Note that VRPose is asserted to be a POD type so memcmp is safe
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if (state.flags != lastState.flags ||
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state.isPositionValid != lastState.isPositionValid ||
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state.isOrientationValid != lastState.isOrientationValid ||
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memcmp(&state.pose, &lastState.pose, sizeof(VRPose)) != 0) {
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// Convert pose to GamepadPoseState
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dom::GamepadPoseState poseState;
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poseState.Clear();
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poseState.flags = state.flags;
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// Orientation values
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poseState.isOrientationValid = state.isOrientationValid;
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poseState.orientation[0] = state.pose.orientation[0];
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poseState.orientation[1] = state.pose.orientation[1];
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poseState.orientation[2] = state.pose.orientation[2];
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poseState.orientation[3] = state.pose.orientation[3];
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poseState.angularVelocity[0] = state.pose.angularVelocity[0];
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poseState.angularVelocity[1] = state.pose.angularVelocity[1];
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poseState.angularVelocity[2] = state.pose.angularVelocity[2];
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poseState.angularAcceleration[0] = state.pose.angularAcceleration[0];
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poseState.angularAcceleration[1] = state.pose.angularAcceleration[1];
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poseState.angularAcceleration[2] = state.pose.angularAcceleration[2];
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// Position values
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poseState.isPositionValid = state.isPositionValid;
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poseState.position[0] = state.pose.position[0];
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poseState.position[1] = state.pose.position[1];
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poseState.position[2] = state.pose.position[2];
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poseState.linearVelocity[0] = state.pose.linearVelocity[0];
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poseState.linearVelocity[1] = state.pose.linearVelocity[1];
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poseState.linearVelocity[2] = state.pose.linearVelocity[2];
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poseState.linearAcceleration[0] = state.pose.linearAcceleration[0];
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poseState.linearAcceleration[1] = state.pose.linearAcceleration[1];
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poseState.linearAcceleration[2] = state.pose.linearAcceleration[2];
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// Send the event
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dom::GamepadPoseInformation info(poseState);
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dom::GamepadChangeEventBody body(info);
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dom::GamepadChangeEvent event(gamepadId, dom::GamepadServiceType::VR,
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body);
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gamepadManager->Update(event);
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}
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}
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// Note that VRControllerState is asserted to be a POD type and memcpy is
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// safe.
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memcpy(mLastEventControllerState, mDisplayInfo.mControllerState,
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sizeof(VRControllerState) * kVRControllerMaxCount);
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}
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const VRHMDSensorState& VRDisplayClient::GetSensorState() const {
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return mDisplayInfo.GetSensorState();
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}
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bool VRDisplayClient::GetIsConnected() const {
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return mDisplayInfo.GetIsConnected();
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}
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void VRDisplayClient::NotifyDisconnected() {
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mDisplayInfo.mDisplayState.isConnected = false;
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}
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void VRDisplayClient::UpdateSubmitFrameResult(
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const VRSubmitFrameResultInfo& aResult) {
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mSubmitFrameResult = aResult;
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}
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void VRDisplayClient::GetSubmitFrameResult(VRSubmitFrameResultInfo& aResult) {
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aResult = mSubmitFrameResult;
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}
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void VRDisplayClient::StartVRNavigation() {
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/**
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* A VR-to-VR site navigation has started, notify VRManager
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* so we don't drop out of VR during the transition
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*/
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VRManagerChild* vm = VRManagerChild::Get();
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vm->SendStartVRNavigation(mDisplayInfo.mDisplayID);
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}
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void VRDisplayClient::StopVRNavigation(const TimeDuration& aTimeout) {
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/**
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* A VR-to-VR site navigation has ended and the new site
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* has received a vrdisplayactivate event.
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* Don't actually consider the navigation transition over
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* until aTimeout has elapsed.
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* This may be called multiple times, in which case the timeout
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* should be reset to aTimeout.
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* When aTimeout is TimeDuration(0), we should consider the
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* transition immediately ended.
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*/
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VRManagerChild* vm = VRManagerChild::Get();
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vm->SendStopVRNavigation(mDisplayInfo.mDisplayID, aTimeout);
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}
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