зеркало из https://github.com/mozilla/gecko-dev.git
151 строка
5.8 KiB
C++
151 строка
5.8 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_GamepadPlatformService_h_
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#define mozilla_dom_GamepadPlatformService_h_
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#include "mozilla/dom/GamepadBinding.h"
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#include "mozilla/dom/GamepadHandle.h"
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#include <map>
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#include "mozilla/Mutex.h"
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#include "mozilla/StaticPtr.h"
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#include "mozilla/Vector.h"
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#include "mozilla/WeakPtr.h"
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namespace mozilla::dom {
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class GamepadAdded;
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class GamepadEventChannelParent;
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enum class GamepadLightIndicatorType : uint8_t;
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struct GamepadPoseState;
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class GamepadTestChannelParent;
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struct GamepadTouchState;
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class GamepadPlatformService;
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class GamepadMonitoringState {
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public:
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static GamepadMonitoringState& GetSingleton();
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void AddObserver(GamepadTestChannelParent* aParent);
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void RemoveObserver(GamepadTestChannelParent* aParent);
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bool IsMonitoring() const;
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GamepadMonitoringState(const GamepadMonitoringState&) = delete;
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GamepadMonitoringState(GamepadMonitoringState&&) = delete;
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GamepadMonitoringState& operator=(const GamepadMonitoringState) = delete;
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GamepadMonitoringState& operator=(GamepadMonitoringState&&) = delete;
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private:
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GamepadMonitoringState() = default;
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~GamepadMonitoringState() = default;
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void Set(bool aIsMonitoring);
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bool mIsMonitoring{false};
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Vector<WeakPtr<GamepadTestChannelParent>> mObservers;
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friend class mozilla::dom::GamepadPlatformService;
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};
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// Platform Service for building and transmitting IPDL messages
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// through the HAL sandbox. Used by platform specific
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// Gamepad implementations
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//
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// This class can be accessed by the following 2 threads :
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// 1. Background thread:
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// This thread takes charge of IPDL communications
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// between here and DOM side
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//
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// 2. Monitor Thread:
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// This thread is populated in platform-dependent backends, which
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// is in charge of processing gamepad hardware events from OS
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class GamepadPlatformService final {
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NS_INLINE_DECL_THREADSAFE_REFCOUNTING(GamepadPlatformService)
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public:
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// Get the singleton service
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static already_AddRefed<GamepadPlatformService> GetParentService();
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// Add a gamepad to the list of known gamepads, and return its handle.
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GamepadHandle AddGamepad(const char* aID, GamepadMappingType aMapping,
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GamepadHand aHand, uint32_t aNumButtons,
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uint32_t aNumAxes, uint32_t aNumHaptics,
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uint32_t aNumLightIndicator,
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uint32_t aNumTouchEvents);
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// Remove the gamepad at |aHandle| from the list of known gamepads.
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void RemoveGamepad(GamepadHandle aHandle);
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// Update the state of |aButton| for the gamepad at |aHandle| for all
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// windows that are listening and visible, and fire one of
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// a gamepadbutton{up,down} event at them as well.
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// aPressed is used for digital buttons, aTouched is for detecting touched
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// events, aValue is for analog buttons.
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void NewButtonEvent(GamepadHandle aHandle, uint32_t aButton, bool aPressed,
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bool aTouched, double aValue);
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// When only a digital button is available the value will be synthesized.
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void NewButtonEvent(GamepadHandle aHandle, uint32_t aButton, bool aPressed);
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// When only a digital button are available the value will be synthesized.
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void NewButtonEvent(GamepadHandle aHandle, uint32_t aButton, bool aPressed,
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bool aTouched);
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// When only a digital button are available the value will be synthesized.
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void NewButtonEvent(GamepadHandle aHandle, uint32_t aButton, bool aPressed,
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double aValue);
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// Update the state of |aAxis| for the gamepad at |aHandle| for all
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// windows that are listening and visible, and fire a gamepadaxismove
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// event at them as well.
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void NewAxisMoveEvent(GamepadHandle aHandle, uint32_t aAxis, double aValue);
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// Update the state of |aState| for the gamepad at |aHandle| for all
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// windows that are listening and visible.
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void NewPoseEvent(GamepadHandle aHandle, const GamepadPoseState& aState);
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// Update the type of |aType| for the gamepad at |aHandle| for all
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// windows that are listening and visible.
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void NewLightIndicatorTypeEvent(GamepadHandle aHandle, uint32_t aLight,
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GamepadLightIndicatorType aType);
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// Update the state of |aState| for the gamepad at |aHandle| with
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// |aTouchArrayIndex| for all windows that are listening and visible.
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void NewMultiTouchEvent(GamepadHandle aHandle, uint32_t aTouchArrayIndex,
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const GamepadTouchState& aState);
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// When shutting down the platform communications for gamepad, also reset the
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// indexes.
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void ResetGamepadIndexes();
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// Add IPDL parent instance
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void AddChannelParent(GamepadEventChannelParent* aParent);
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// Remove IPDL parent instance
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void RemoveChannelParent(GamepadEventChannelParent* aParent);
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void MaybeShutdown();
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private:
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GamepadPlatformService();
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~GamepadPlatformService();
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template <class T>
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void NotifyGamepadChange(GamepadHandle aHandle, const T& aInfo);
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void Cleanup();
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// mNextGamepadHandleValue can only be accessed by monitor thread
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uint32_t mNextGamepadHandleValue;
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// mChannelParents stores all the GamepadEventChannelParent instances
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// which may be accessed by both background thread and monitor thread
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// simultaneously, so we have a mutex to prevent race condition
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nsTArray<RefPtr<GamepadEventChannelParent>> mChannelParents;
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// This mutex protects mChannelParents from race condition
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// between background and monitor thread
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Mutex mMutex MOZ_UNANNOTATED;
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std::map<GamepadHandle, GamepadAdded> mGamepadAdded;
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};
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} // namespace mozilla::dom
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#endif
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