зеркало из https://github.com/mozilla/gecko-dev.git
307 строки
11 KiB
C++
307 строки
11 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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#include "mozilla/dom/GamepadPlatformService.h"
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#include "mozilla/dom/GamepadEventChannelParent.h"
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#include "mozilla/ipc/BackgroundParent.h"
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#include "mozilla/Mutex.h"
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#include "mozilla/Unused.h"
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#include "nsCOMPtr.h"
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#include "nsHashKeys.h"
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using namespace mozilla::ipc;
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namespace mozilla {
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namespace dom {
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namespace {
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// This is the singleton instance of GamepadPlatformService, can be called
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// by both background and monitor thread.
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StaticRefPtr<GamepadPlatformService> gGamepadPlatformServiceSingleton;
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} // namespace
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GamepadPlatformService::GamepadPlatformService()
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: mGamepadIndex(0), mMutex("mozilla::dom::GamepadPlatformService") {}
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GamepadPlatformService::~GamepadPlatformService() { Cleanup(); }
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// static
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already_AddRefed<GamepadPlatformService>
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GamepadPlatformService::GetParentService() {
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// GamepadPlatformService can only be accessed in parent process
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MOZ_ASSERT(XRE_IsParentProcess());
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if (!gGamepadPlatformServiceSingleton) {
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// Only Background Thread can create new GamepadPlatformService instance.
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if (IsOnBackgroundThread()) {
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gGamepadPlatformServiceSingleton = new GamepadPlatformService();
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} else {
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return nullptr;
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}
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}
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RefPtr<GamepadPlatformService> service(gGamepadPlatformServiceSingleton);
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return service.forget();
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}
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template <class T>
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void GamepadPlatformService::NotifyGamepadChange(uint32_t aIndex,
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const T& aInfo) {
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// This method is called by monitor populated in
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// platform-dependent backends
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MOZ_ASSERT(XRE_IsParentProcess());
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MOZ_ASSERT(!NS_IsMainThread());
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GamepadChangeEventBody body(aInfo);
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GamepadChangeEvent e(aIndex, GamepadServiceType::Standard, body);
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// mChannelParents may be accessed by background thread in the
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// same time, we use mutex to prevent possible race condtion
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MutexAutoLock autoLock(mMutex);
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// Buffer all events if we have no Channel to dispatch, which
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// may happen when performing Mochitest.
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if (mChannelParents.IsEmpty()) {
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mPendingEvents.AppendElement(e);
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return;
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}
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for (uint32_t i = 0; i < mChannelParents.Length(); ++i) {
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mChannelParents[i]->DispatchUpdateEvent(e);
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}
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}
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uint32_t GamepadPlatformService::AddGamepad(
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const char* aID, GamepadMappingType aMapping, GamepadHand aHand,
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uint32_t aNumButtons, uint32_t aNumAxes, uint32_t aHaptics,
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uint32_t aNumLightIndicator, uint32_t aNumTouchEvents) {
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// This method is called by monitor thread populated in
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// platform-dependent backends
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MOZ_ASSERT(XRE_IsParentProcess());
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MOZ_ASSERT(!NS_IsMainThread());
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uint32_t index = ++mGamepadIndex;
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// Only VR controllers has displayID, we give 0 to the general gamepads.
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GamepadAdded a(NS_ConvertUTF8toUTF16(nsDependentCString(aID)), aMapping,
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aHand, 0, aNumButtons, aNumAxes, aHaptics, aNumLightIndicator,
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aNumTouchEvents);
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mGamepadAdded.emplace(index, a);
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NotifyGamepadChange<GamepadAdded>(index, a);
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return index;
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}
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void GamepadPlatformService::RemoveGamepad(uint32_t aIndex) {
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// This method is called by monitor thread populated in
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// platform-dependent backends
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MOZ_ASSERT(XRE_IsParentProcess());
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MOZ_ASSERT(!NS_IsMainThread());
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GamepadRemoved a;
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NotifyGamepadChange<GamepadRemoved>(aIndex, a);
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mGamepadAdded.erase(aIndex);
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}
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void GamepadPlatformService::NewButtonEvent(uint32_t aIndex, uint32_t aButton,
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bool aPressed, bool aTouched,
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double aValue) {
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// This method is called by monitor thread populated in
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// platform-dependent backends
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MOZ_ASSERT(XRE_IsParentProcess());
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MOZ_ASSERT(!NS_IsMainThread());
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GamepadButtonInformation a(aButton, aValue, aPressed, aTouched);
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NotifyGamepadChange<GamepadButtonInformation>(aIndex, a);
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}
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void GamepadPlatformService::NewButtonEvent(uint32_t aIndex, uint32_t aButton,
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bool aPressed, double aValue) {
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// This method is called by monitor thread populated in
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// platform-dependent backends
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MOZ_ASSERT(XRE_IsParentProcess());
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MOZ_ASSERT(!NS_IsMainThread());
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// When only a digital button is available the value will be synthesized.
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NewButtonEvent(aIndex, aButton, aPressed, aPressed, aValue);
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}
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void GamepadPlatformService::NewButtonEvent(uint32_t aIndex, uint32_t aButton,
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bool aPressed, bool aTouched) {
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// This method is called by monitor thread populated in
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// platform-dependent backends
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MOZ_ASSERT(XRE_IsParentProcess());
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MOZ_ASSERT(!NS_IsMainThread());
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// When only a digital button is available the value will be synthesized.
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NewButtonEvent(aIndex, aButton, aPressed, aTouched, aPressed ? 1.0L : 0.0L);
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}
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void GamepadPlatformService::NewButtonEvent(uint32_t aIndex, uint32_t aButton,
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bool aPressed) {
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// This method is called by monitor thread populated in
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// platform-dependent backends
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MOZ_ASSERT(XRE_IsParentProcess());
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MOZ_ASSERT(!NS_IsMainThread());
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// When only a digital button is available the value will be synthesized.
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NewButtonEvent(aIndex, aButton, aPressed, aPressed, aPressed ? 1.0L : 0.0L);
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}
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void GamepadPlatformService::NewAxisMoveEvent(uint32_t aIndex, uint32_t aAxis,
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double aValue) {
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// This method is called by monitor thread populated in
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// platform-dependent backends
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MOZ_ASSERT(XRE_IsParentProcess());
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MOZ_ASSERT(!NS_IsMainThread());
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GamepadAxisInformation a(aAxis, aValue);
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NotifyGamepadChange<GamepadAxisInformation>(aIndex, a);
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}
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void GamepadPlatformService::NewLightIndicatorTypeEvent(
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uint32_t aIndex, uint32_t aLight, GamepadLightIndicatorType aType) {
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// This method is called by monitor thread populated in
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// platform-dependent backends
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MOZ_ASSERT(XRE_IsParentProcess());
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MOZ_ASSERT(!NS_IsMainThread());
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GamepadLightIndicatorTypeInformation a(aLight, aType);
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NotifyGamepadChange<GamepadLightIndicatorTypeInformation>(aIndex, a);
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}
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void GamepadPlatformService::NewPoseEvent(uint32_t aIndex,
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const GamepadPoseState& aState) {
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// This method is called by monitor thread populated in
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// platform-dependent backends
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MOZ_ASSERT(XRE_IsParentProcess());
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MOZ_ASSERT(!NS_IsMainThread());
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GamepadPoseInformation a(aState);
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NotifyGamepadChange<GamepadPoseInformation>(aIndex, a);
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}
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void GamepadPlatformService::NewMultiTouchEvent(
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uint32_t aIndex, uint32_t aTouchArrayIndex,
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const GamepadTouchState& aState) {
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// This method is called by monitor thread populated in
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// platform-dependent backends
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MOZ_ASSERT(XRE_IsParentProcess());
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MOZ_ASSERT(!NS_IsMainThread());
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GamepadTouchInformation a(aTouchArrayIndex, aState);
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NotifyGamepadChange<GamepadTouchInformation>(aIndex, a);
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}
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void GamepadPlatformService::ResetGamepadIndexes() {
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// This method is called by monitor thread populated in
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// platform-dependent backends
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MOZ_ASSERT(XRE_IsParentProcess());
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MOZ_ASSERT(!NS_IsMainThread());
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mGamepadIndex = 0;
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}
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void GamepadPlatformService::AddChannelParent(
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GamepadEventChannelParent* aParent) {
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// mChannelParents can only be modified once GamepadEventChannelParent
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// is created or removed in Background thread
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AssertIsOnBackgroundThread();
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MOZ_ASSERT(aParent);
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MOZ_ASSERT(!mChannelParents.Contains(aParent));
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// We use mutex here to prevent race condition with monitor thread
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MutexAutoLock autoLock(mMutex);
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mChannelParents.AppendElement(aParent);
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// For a new GamepadEventChannel, we have to send the exising GamepadAdded
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// to it to make it can have the same amount of gamepads with others.
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if (mChannelParents.Length() > 1) {
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for (const auto& evt : mGamepadAdded) {
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GamepadChangeEventBody body(evt.second);
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GamepadChangeEvent e(evt.first, GamepadServiceType::Standard, body);
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aParent->DispatchUpdateEvent(e);
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}
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}
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FlushPendingEvents();
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}
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void GamepadPlatformService::FlushPendingEvents() {
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AssertIsOnBackgroundThread();
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MOZ_ASSERT(!mChannelParents.IsEmpty());
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if (mPendingEvents.IsEmpty()) {
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return;
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}
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// NOTE: This method must be called with mMutex held because it accesses
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// mChannelParents.
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for (uint32_t i = 0; i < mChannelParents.Length(); ++i) {
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for (uint32_t j = 0; j < mPendingEvents.Length(); ++j) {
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mChannelParents[i]->DispatchUpdateEvent(mPendingEvents[j]);
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}
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}
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mPendingEvents.Clear();
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}
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void GamepadPlatformService::RemoveChannelParent(
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GamepadEventChannelParent* aParent) {
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// mChannelParents can only be modified once GamepadEventChannelParent
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// is created or removed in Background thread
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AssertIsOnBackgroundThread();
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MOZ_ASSERT(aParent);
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MOZ_ASSERT(mChannelParents.Contains(aParent));
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// We use mutex here to prevent race condition with monitor thread
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MutexAutoLock autoLock(mMutex);
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mChannelParents.RemoveElement(aParent);
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}
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bool GamepadPlatformService::HasGamepadListeners() {
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// mChannelParents may be accessed by background thread in the
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// same time, we use mutex to prevent possible race condtion
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AssertIsOnBackgroundThread();
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// We use mutex here to prevent race condition with monitor thread
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MutexAutoLock autoLock(mMutex);
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for (uint32_t i = 0; i < mChannelParents.Length(); i++) {
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if (mChannelParents[i]->HasGamepadListener()) {
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return true;
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}
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}
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return false;
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}
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void GamepadPlatformService::MaybeShutdown() {
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// This method is invoked in MaybeStopGamepadMonitoring when
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// an IPDL channel is going to be destroyed
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AssertIsOnBackgroundThread();
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// We have to release gGamepadPlatformServiceSingleton ouside
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// the mutex as well as making upcoming GetParentService() call
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// recreate new singleton, so we use this RefPtr to temporarily
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// hold the reference, postponing the release process until this
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// method ends.
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RefPtr<GamepadPlatformService> kungFuDeathGrip;
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bool isChannelParentEmpty;
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{
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MutexAutoLock autoLock(mMutex);
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isChannelParentEmpty = mChannelParents.IsEmpty();
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if (isChannelParentEmpty) {
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kungFuDeathGrip = gGamepadPlatformServiceSingleton;
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gGamepadPlatformServiceSingleton = nullptr;
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mGamepadAdded.clear();
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}
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}
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}
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void GamepadPlatformService::Cleanup() {
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// This method is called when GamepadPlatformService is
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// successfully distructed in background thread
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AssertIsOnBackgroundThread();
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MutexAutoLock autoLock(mMutex);
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mChannelParents.Clear();
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}
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} // namespace dom
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} // namespace mozilla
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