gecko-dev/dom/gamepad/Gamepad.cpp

189 строки
6.0 KiB
C++

/* -*- 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/. */
#include "Gamepad.h"
#include "nsPIDOMWindow.h"
#include "nsTArray.h"
#include "nsVariant.h"
#include "mozilla/StaticPrefs_dom.h"
#include "mozilla/dom/GamepadBinding.h"
namespace mozilla::dom {
NS_IMPL_CYCLE_COLLECTING_ADDREF(Gamepad)
NS_IMPL_CYCLE_COLLECTING_RELEASE(Gamepad)
NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION(Gamepad)
NS_WRAPPERCACHE_INTERFACE_MAP_ENTRY
NS_INTERFACE_MAP_ENTRY(nsISupports)
NS_INTERFACE_MAP_END
NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(Gamepad, mParent, mButtons, mPose,
mHapticActuators, mLightIndicators,
mTouchEvents)
void Gamepad::UpdateTimestamp() {
nsCOMPtr<nsPIDOMWindowInner> newWindow(do_QueryInterface(mParent));
if (newWindow) {
Performance* perf = newWindow->GetPerformance();
if (perf) {
mTimestamp = perf->Now();
}
}
}
Gamepad::Gamepad(nsISupports* aParent, const nsAString& aID, int32_t aIndex,
GamepadHandle aHandle, GamepadMappingType aMapping,
GamepadHand aHand, uint32_t aDisplayID, uint32_t aNumButtons,
uint32_t aNumAxes, uint32_t aNumHaptics,
uint32_t aNumLightIndicator, uint32_t aNumTouchEvents)
: mParent(aParent),
mID(aID),
mIndex(aIndex),
mHandle(aHandle),
mDisplayId(aDisplayID),
mTouchIdHashValue(0),
mMapping(aMapping),
mHand(aHand),
mConnected(true),
mButtons(aNumButtons),
mAxes(aNumAxes),
mTimestamp(0) {
for (unsigned i = 0; i < aNumButtons; i++) {
mButtons.InsertElementAt(i, new GamepadButton(mParent));
}
mAxes.InsertElementsAt(0, aNumAxes, 0.0f);
mPose = new GamepadPose(aParent);
for (uint32_t i = 0; i < aNumHaptics; ++i) {
mHapticActuators.AppendElement(
new GamepadHapticActuator(mParent, mHandle, i));
}
for (uint32_t i = 0; i < aNumLightIndicator; ++i) {
mLightIndicators.AppendElement(
new GamepadLightIndicator(mParent, mHandle, i));
}
for (uint32_t i = 0; i < aNumTouchEvents; ++i) {
mTouchEvents.AppendElement(new GamepadTouch(mParent));
}
// Mapping touchId(0) to touchIdHash(0) by default.
mTouchIdHash.InsertOrUpdate(0, mTouchIdHashValue);
++mTouchIdHashValue;
UpdateTimestamp();
}
void Gamepad::SetIndex(int32_t aIndex) { mIndex = aIndex; }
void Gamepad::SetConnected(bool aConnected) { mConnected = aConnected; }
void Gamepad::SetButton(uint32_t aButton, bool aPressed, bool aTouched,
double aValue) {
MOZ_ASSERT(aButton < mButtons.Length());
mButtons[aButton]->SetPressed(aPressed);
mButtons[aButton]->SetTouched(aTouched);
mButtons[aButton]->SetValue(aValue);
UpdateTimestamp();
}
void Gamepad::SetAxis(uint32_t aAxis, double aValue) {
MOZ_ASSERT(aAxis < mAxes.Length());
if (mAxes[aAxis] != aValue) {
mAxes[aAxis] = aValue;
Gamepad_Binding::ClearCachedAxesValue(this);
}
UpdateTimestamp();
}
void Gamepad::SetPose(const GamepadPoseState& aPose) {
mPose->SetPoseState(aPose);
UpdateTimestamp();
}
void Gamepad::SetLightIndicatorType(uint32_t aLightIndex,
GamepadLightIndicatorType aType) {
mLightIndicators[aLightIndex]->SetType(aType);
UpdateTimestamp();
}
void Gamepad::SetTouchEvent(uint32_t aTouchIndex,
const GamepadTouchState& aTouch) {
if (aTouchIndex >= mTouchEvents.Length()) {
MOZ_CRASH("Touch index exceeds the event array.");
return;
}
// Handling cross-origin tracking.
GamepadTouchState touchState(aTouch);
touchState.touchId = mTouchIdHash.LookupOrInsertWith(
touchState.touchId, [&] { return mTouchIdHashValue++; });
mTouchEvents[aTouchIndex]->SetTouchState(touchState);
UpdateTimestamp();
}
void Gamepad::SetHand(GamepadHand aHand) { mHand = aHand; }
void Gamepad::SyncState(Gamepad* aOther) {
if (mButtons.Length() != aOther->mButtons.Length() ||
mAxes.Length() != aOther->mAxes.Length()) {
return;
}
mConnected = aOther->mConnected;
for (uint32_t i = 0; i < mButtons.Length(); ++i) {
mButtons[i]->SetPressed(aOther->mButtons[i]->Pressed());
mButtons[i]->SetTouched(aOther->mButtons[i]->Touched());
mButtons[i]->SetValue(aOther->mButtons[i]->Value());
}
bool changed = false;
for (uint32_t i = 0; i < mAxes.Length(); ++i) {
changed = changed || (mAxes[i] != aOther->mAxes[i]);
mAxes[i] = aOther->mAxes[i];
}
if (changed) {
Gamepad_Binding::ClearCachedAxesValue(this);
}
if (StaticPrefs::dom_gamepad_extensions_enabled()) {
MOZ_ASSERT(aOther->GetPose());
mPose->SetPoseState(aOther->GetPose()->GetPoseState());
mHand = aOther->Hand();
for (uint32_t i = 0; i < mHapticActuators.Length(); ++i) {
mHapticActuators[i]->Set(aOther->mHapticActuators[i]);
}
if (StaticPrefs::dom_gamepad_extensions_lightindicator()) {
for (uint32_t i = 0; i < mLightIndicators.Length(); ++i) {
mLightIndicators[i]->Set(aOther->mLightIndicators[i]);
}
}
if (StaticPrefs::dom_gamepad_extensions_multitouch()) {
for (uint32_t i = 0; i < mTouchEvents.Length(); ++i) {
mTouchEvents[i]->Set(aOther->mTouchEvents[i]);
}
}
}
UpdateTimestamp();
}
already_AddRefed<Gamepad> Gamepad::Clone(nsISupports* aParent) {
RefPtr<Gamepad> out =
new Gamepad(aParent, mID, mIndex, mHandle, mMapping, mHand, mDisplayId,
mButtons.Length(), mAxes.Length(), mHapticActuators.Length(),
mLightIndicators.Length(), mTouchEvents.Length());
out->SyncState(this);
return out.forget();
}
/* virtual */
JSObject* Gamepad::WrapObject(JSContext* aCx,
JS::Handle<JSObject*> aGivenProto) {
return Gamepad_Binding::Wrap(aCx, this, aGivenProto);
}
} // namespace mozilla::dom