зеркало из https://github.com/mozilla/gecko-dev.git
235 строки
6.6 KiB
C++
235 строки
6.6 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 file,
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* You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef mozilla_dom_audiochannelservice_h__
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#define mozilla_dom_audiochannelservice_h__
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#include "nsIAudioChannelService.h"
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#include "nsAutoPtr.h"
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#include "nsIObserver.h"
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#include "nsTObserverArray.h"
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#include "nsTArray.h"
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#include "AudioChannelAgent.h"
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#include "nsAttrValue.h"
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#include "mozilla/dom/AudioChannelBinding.h"
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class nsIRunnable;
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class nsPIDOMWindow;
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namespace mozilla {
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namespace dom {
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#ifdef MOZ_WIDGET_GONK
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class SpeakerManagerService;
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#endif
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#define NUMBER_OF_AUDIO_CHANNELS (uint32_t)AudioChannel::Publicnotification + 1
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class AudioChannelService final : public nsIAudioChannelService
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, public nsIObserver
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{
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public:
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NS_DECL_ISUPPORTS
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NS_DECL_NSIOBSERVER
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NS_DECL_NSIAUDIOCHANNELSERVICE
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/**
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* Returns the AudioChannelServce singleton.
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* If AudioChannelServce is not exist, create and return new one.
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* Only to be called from main thread.
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*/
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static already_AddRefed<AudioChannelService> GetOrCreate();
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static bool IsAudioChannelMutedByDefault();
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/**
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* Any audio channel agent that starts playing should register itself to
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* this service, sharing the AudioChannel.
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*/
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void RegisterAudioChannelAgent(AudioChannelAgent* aAgent, AudioChannel aChannel);
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/**
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* Any audio channel agent that stops playing should unregister itself to
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* this service.
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*/
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void UnregisterAudioChannelAgent(AudioChannelAgent* aAgent);
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/**
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* Return the state to indicate this audioChannel for his window should keep
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* playing/muted.
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*/
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void GetState(nsPIDOMWindow* aWindow, uint32_t aChannel,
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float* aVolume, bool* aMuted);
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/* Methods for the BrowserElementAudioChannel */
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float GetAudioChannelVolume(nsPIDOMWindow* aWindow, AudioChannel aChannel);
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void SetAudioChannelVolume(nsPIDOMWindow* aWindow, AudioChannel aChannel,
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float aVolume);
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bool GetAudioChannelMuted(nsPIDOMWindow* aWindow, AudioChannel aChannel);
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void SetAudioChannelMuted(nsPIDOMWindow* aWindow, AudioChannel aChannel,
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bool aMuted);
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bool IsAudioChannelActive(nsPIDOMWindow* aWindow, AudioChannel aChannel);
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/**
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* Return true if there is a telephony channel active in this process
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* or one of its subprocesses.
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*/
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bool TelephonyChannelIsActive();
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/**
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* Return true if a normal or content channel is active for the given
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* process ID.
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*/
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bool ProcessContentOrNormalChannelIsActive(uint64_t aChildID);
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/***
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* AudioChannelManager calls this function to notify the default channel used
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* to adjust volume when there is no any active channel. if aChannel is -1,
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* the default audio channel will be used. Otherwise aChannel is casted to
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* AudioChannel enum.
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*/
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virtual void SetDefaultVolumeControlChannel(int32_t aChannel,
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bool aVisible);
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bool AnyAudioChannelIsActive();
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void RefreshAgentsVolume(nsPIDOMWindow* aWindow);
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// This method needs to know the inner window that wants to capture audio. We
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// group agents per top outer window, but we can have multiple innerWindow per
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// top outerWindow (subiframes, etc.) and we have to identify all the agents
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// just for a particular innerWindow.
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void RefreshAgentsCapture(nsPIDOMWindow* aWindow,
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uint64_t aInnerWindowID);
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#ifdef MOZ_WIDGET_GONK
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void RegisterSpeakerManager(SpeakerManagerService* aSpeakerManager)
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{
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if (!mSpeakerManager.Contains(aSpeakerManager)) {
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mSpeakerManager.AppendElement(aSpeakerManager);
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}
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}
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void UnregisterSpeakerManager(SpeakerManagerService* aSpeakerManager)
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{
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mSpeakerManager.RemoveElement(aSpeakerManager);
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}
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#endif
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static const nsAttrValue::EnumTable* GetAudioChannelTable();
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static AudioChannel GetAudioChannel(const nsAString& aString);
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static AudioChannel GetDefaultAudioChannel();
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static void GetAudioChannelString(AudioChannel aChannel, nsAString& aString);
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static void GetDefaultAudioChannelString(nsAString& aString);
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void Notify(uint64_t aWindowID);
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void ChildStatusReceived(uint64_t aChildID, bool aTelephonyChannel,
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bool aContentOrNormalChannel, bool aAnyChannel);
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private:
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AudioChannelService();
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~AudioChannelService();
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/**
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* Shutdown the singleton.
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*/
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static void Shutdown();
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void MaybeSendStatusUpdate();
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bool ContentOrNormalChannelIsActive();
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/* Send the default-volume-channel-changed notification */
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void SetDefaultVolumeControlChannelInternal(int32_t aChannel,
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bool aVisible, uint64_t aChildID);
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struct AudioChannelConfig final
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{
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AudioChannelConfig()
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: mVolume(1.0)
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, mMuted(IsAudioChannelMutedByDefault())
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, mNumberOfAgents(0)
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{}
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float mVolume;
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bool mMuted;
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uint32_t mNumberOfAgents;
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};
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struct AudioChannelWindow final
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{
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explicit AudioChannelWindow(uint64_t aWindowID)
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: mWindowID(aWindowID)
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{}
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uint64_t mWindowID;
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AudioChannelConfig mChannels[NUMBER_OF_AUDIO_CHANNELS];
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// Raw pointer because the AudioChannelAgent must unregister itself.
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nsTObserverArray<AudioChannelAgent*> mAgents;
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};
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AudioChannelWindow*
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GetOrCreateWindowData(nsPIDOMWindow* aWindow);
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AudioChannelWindow*
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GetWindowData(uint64_t aWindowID) const;
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struct AudioChannelChildStatus final
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{
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explicit AudioChannelChildStatus(uint64_t aChildID)
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: mChildID(aChildID)
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, mActiveTelephonyChannel(false)
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, mActiveContentOrNormalChannel(false)
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{}
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uint64_t mChildID;
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bool mActiveTelephonyChannel;
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bool mActiveContentOrNormalChannel;
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};
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AudioChannelChildStatus*
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GetChildStatus(uint64_t aChildID) const;
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void
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RemoveChildStatus(uint64_t aChildID);
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nsTObserverArray<nsAutoPtr<AudioChannelWindow>> mWindows;
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nsTObserverArray<nsAutoPtr<AudioChannelChildStatus>> mPlayingChildren;
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#ifdef MOZ_WIDGET_GONK
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nsTArray<SpeakerManagerService*> mSpeakerManager;
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#endif
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nsCOMPtr<nsIRunnable> mRunnable;
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uint64_t mDefChannelChildID;
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// These boolean are used to know if we have to send an status update to the
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// service running in the main process.
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bool mTelephonyChannel;
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bool mContentOrNormalChannel;
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bool mAnyChannel;
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// This is needed for IPC comunication between
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// AudioChannelServiceChild and this class.
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friend class ContentParent;
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friend class ContentChild;
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};
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} // namespace dom
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} // namespace mozilla
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#endif
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