зеркало из https://github.com/mozilla/gecko-dev.git
84 строки
2.9 KiB
Plaintext
84 строки
2.9 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::gfx::VRDisplayCapabilityFlags from "moz_external_vr.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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// Detect runtime capabilities. This will return the presense of VR and/or AR
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// runtime software, without enumerating or activating any hardware devices.
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async DetectRuntimes();
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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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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 StartVRNavigation(uint32_t aDeviceID);
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async StopVRNavigation(uint32_t aDeviceID, TimeDuration aDuration);
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async StartActivity();
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async StopActivity();
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async RunPuppet(uint64_t[] buffer);
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async ResetPuppet();
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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 aDisplayInfo);
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async UpdateRuntimeCapabilities(VRDisplayCapabilityFlags aCapabilities);
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async ReplyGamepadVibrateHaptic(uint32_t aPromiseID);
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async NotifyPuppetCommandBufferCompleted(bool aSuccess);
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async NotifyPuppetResetComplete();
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async __delete__();
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};
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} // gfx
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} // mozilla
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