gecko-dev/gfx/vr/ipc/VRManagerParent.h

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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef MOZILLA_GFX_VR_VRMANAGERPARENT_H
#define MOZILLA_GFX_VR_VRMANAGERPARENT_H
#include "mozilla/layers/CompositorThread.h" // for CompositorThreadHolder
#include "mozilla/layers/CompositableTransactionParent.h" // need?
#include "mozilla/gfx/PVRManagerParent.h" // for PVRManagerParent
#include "mozilla/gfx/PVRLayerParent.h" // for PVRLayerParent
#include "mozilla/ipc/ProtocolUtils.h" // for IToplevelProtocol
#include "mozilla/TimeStamp.h" // for TimeStamp
#include "gfxVR.h" // for VRFieldOfView
namespace mozilla {
using namespace layers;
namespace gfx {
class VRManager;
namespace impl {
class VRDisplayPuppet;
class VRControllerPuppet;
} // namespace impl
class VRManagerParent final : public PVRManagerParent {
NS_INLINE_DECL_THREADSAFE_REFCOUNTING(VRManagerParent);
friend class PVRManagerParent;
public:
explicit VRManagerParent(ProcessId aChildProcessId, bool aIsContentChild);
static VRManagerParent* CreateSameProcess();
static bool CreateForGPUProcess(Endpoint<PVRManagerParent>&& aEndpoint);
static bool CreateForContent(Endpoint<PVRManagerParent>&& aEndpoint);
bool IsSameProcess() const;
bool HaveEventListener();
bool HaveControllerListener();
bool GetVRActiveStatus();
bool SendGamepadUpdate(const GamepadChangeEvent& aGamepadEvent);
bool SendReplyGamepadVibrateHaptic(const uint32_t& aPromiseID);
protected:
~VRManagerParent();
PVRLayerParent* AllocPVRLayerParent(const uint32_t& aDisplayID,
const uint32_t& aGroup);
bool DeallocPVRLayerParent(PVRLayerParent* actor);
virtual void ActorDestroy(ActorDestroyReason why) override;
void OnChannelConnected(int32_t pid) override;
mozilla::ipc::IPCResult RecvRefreshDisplays();
mozilla::ipc::IPCResult RecvResetSensor(const uint32_t& aDisplayID);
mozilla::ipc::IPCResult RecvSetGroupMask(const uint32_t& aDisplayID,
const uint32_t& aGroupMask);
mozilla::ipc::IPCResult RecvSetHaveEventListener(
const bool& aHaveEventListener);
mozilla::ipc::IPCResult RecvControllerListenerAdded();
mozilla::ipc::IPCResult RecvControllerListenerRemoved();
mozilla::ipc::IPCResult RecvVibrateHaptic(const uint32_t& aControllerIdx,
const uint32_t& aHapticIndex,
const double& aIntensity,
const double& aDuration,
const uint32_t& aPromiseID);
mozilla::ipc::IPCResult RecvStopVibrateHaptic(const uint32_t& aControllerIdx);
mozilla::ipc::IPCResult RecvCreateVRTestSystem();
mozilla::ipc::IPCResult RecvCreateVRServiceTestDisplay(
const nsCString& aID, const uint32_t& aPromiseID);
mozilla::ipc::IPCResult RecvCreateVRServiceTestController(
const nsCString& aID, const uint32_t& aPromiseID);
mozilla::ipc::IPCResult RecvSetDisplayInfoToMockDisplay(
const uint32_t& aDeviceID, const VRDisplayInfo& aDisplayInfo);
mozilla::ipc::IPCResult RecvSetSensorStateToMockDisplay(
const uint32_t& aDeviceID, const VRHMDSensorState& aSensorState);
mozilla::ipc::IPCResult RecvNewButtonEventToMockController(
const uint32_t& aDeviceID, const long& aButton, const bool& aPressed);
mozilla::ipc::IPCResult RecvNewAxisMoveEventToMockController(
const uint32_t& aDeviceID, const long& aAxis, const double& aValue);
mozilla::ipc::IPCResult RecvNewPoseMoveToMockController(
const uint32_t& aDeviceID, const GamepadPoseState& pose);
mozilla::ipc::IPCResult RecvStartVRNavigation(const uint32_t& aDeviceID);
mozilla::ipc::IPCResult RecvStopVRNavigation(const uint32_t& aDeviceID,
const TimeDuration& aTimeout);
mozilla::ipc::IPCResult RecvStartActivity();
mozilla::ipc::IPCResult RecvStopActivity();
private:
void RegisterWithManager();
void UnregisterFromManager();
void Bind(Endpoint<PVRManagerParent>&& aEndpoint);
static void RegisterVRManagerInCompositorThread(VRManagerParent* aVRManager);
void DeferredDestroy();
already_AddRefed<impl::VRControllerPuppet> GetControllerPuppet(
uint32_t aDeviceID);
// This keeps us alive until ActorDestroy(), at which point we do a
// deferred destruction of ourselves.
RefPtr<VRManagerParent> mSelfRef;
// Keep the compositor thread alive, until we have destroyed ourselves.
RefPtr<CompositorThreadHolder> mCompositorThreadHolder;
// Keep the VRManager alive, until we have destroyed ourselves.
RefPtr<VRManager> mVRManagerHolder;
nsRefPtrHashtable<nsUint32HashKey, impl::VRControllerPuppet>
mVRControllerTests;
uint32_t mControllerTestID;
bool mHaveEventListener;
bool mHaveControllerListener;
bool mIsContentChild;
// When VR tabs are switched the background, we won't need to
// initialize its session in VRService thread.
bool mVRActiveStatus;
};
class VRManagerPromise final {
friend class VRManager;
public:
explicit VRManagerPromise(RefPtr<VRManagerParent> aParent,
uint32_t aPromiseID)
: mParent(aParent), mPromiseID(aPromiseID) {}
~VRManagerPromise() { mParent = nullptr; }
bool operator==(const VRManagerPromise& aOther) const {
return mParent == aOther.mParent && mPromiseID == aOther.mPromiseID;
}
private:
RefPtr<VRManagerParent> mParent;
uint32_t mPromiseID;
};
} // namespace gfx
} // namespace mozilla
#endif // MOZILLA_GFX_VR_VRMANAGERPARENT_H