зеркало из https://github.com/mozilla/gecko-dev.git
564 строки
14 KiB
C++
564 строки
14 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
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "VRManager.h"
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#include "VRManagerParent.h"
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#include "VRThread.h"
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#include "gfxVR.h"
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#include "mozilla/ClearOnShutdown.h"
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#include "mozilla/dom/VRDisplay.h"
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#include "mozilla/dom/GamepadEventTypes.h"
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#include "mozilla/layers/TextureHost.h"
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#include "mozilla/layers/CompositorThread.h"
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#include "mozilla/Unused.h"
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#include "gfxPrefs.h"
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#include "gfxVR.h"
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#if defined(XP_WIN)
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#include "gfxVROculus.h"
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#endif
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#if defined(XP_WIN) || defined(XP_MACOSX) || (defined(XP_LINUX) && !defined(MOZ_WIDGET_ANDROID))
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#include "gfxVROpenVR.h"
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#include "gfxVROSVR.h"
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#endif
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#if defined(MOZ_ANDROID_GOOGLE_VR)
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#include "gfxVRGVR.h"
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#endif // MOZ_ANDROID_GOOGLE_VR
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#include "gfxVRPuppet.h"
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#include "ipc/VRLayerParent.h"
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using namespace mozilla;
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using namespace mozilla::gfx;
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using namespace mozilla::layers;
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using namespace mozilla::gl;
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namespace mozilla {
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namespace gfx {
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static StaticRefPtr<VRManager> sVRManagerSingleton;
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/*static*/ void
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VRManager::ManagerInit()
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{
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MOZ_ASSERT(NS_IsMainThread());
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if (sVRManagerSingleton == nullptr) {
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sVRManagerSingleton = new VRManager();
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ClearOnShutdown(&sVRManagerSingleton);
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}
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}
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VRManager::VRManager()
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: mInitialized(false)
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, mVRDisplaysRequested(false)
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, mVRControllersRequested(false)
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{
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MOZ_COUNT_CTOR(VRManager);
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MOZ_ASSERT(sVRManagerSingleton == nullptr);
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RefPtr<VRSystemManager> mgr;
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/**
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* We must add the VRDisplayManager's to mManagers in a careful order to
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* ensure that we don't detect the same VRDisplay from multiple API's.
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*
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* Oculus comes first, as it will only enumerate Oculus HMD's and is the
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* native interface for Oculus HMD's.
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*
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* OpenvR comes second, as it is the native interface for HTC Vive
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* which is the most common HMD at this time.
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*
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* OSVR will be used if Oculus SDK and OpenVR don't detect any HMDS,
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* to support everyone else.
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*/
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#if defined(XP_WIN)
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// The Oculus runtime is supported only on Windows
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mgr = VRSystemManagerOculus::Create();
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if (mgr) {
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mManagers.AppendElement(mgr);
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}
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#endif
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#if defined(XP_WIN) || defined(XP_MACOSX) || (defined(XP_LINUX) && !defined(MOZ_WIDGET_ANDROID))
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// OpenVR is cross platform compatible
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mgr = VRSystemManagerOpenVR::Create();
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if (mgr) {
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mManagers.AppendElement(mgr);
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}
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// OSVR is cross platform compatible
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mgr = VRSystemManagerOSVR::Create();
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if (mgr) {
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mManagers.AppendElement(mgr);
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}
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#endif
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#if defined(MOZ_ANDROID_GOOGLE_VR)
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mgr = VRSystemManagerGVR::Create();
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if (mgr) {
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mManagers.AppendElement(mgr);
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}
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#endif // defined(MOZ_ANDROID_GOOGLE_VR)
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// Enable gamepad extensions while VR is enabled.
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// Preference only can be set at the Parent process.
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if (XRE_IsParentProcess() && gfxPrefs::VREnabled()) {
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Preferences::SetBool("dom.gamepad.extensions.enabled", true);
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}
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}
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VRManager::~VRManager()
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{
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MOZ_ASSERT(NS_IsMainThread());
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MOZ_ASSERT(!mInitialized);
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MOZ_COUNT_DTOR(VRManager);
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}
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void
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VRManager::Destroy()
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{
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mVRDisplays.Clear();
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mVRControllers.Clear();
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for (uint32_t i = 0; i < mManagers.Length(); ++i) {
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mManagers[i]->Destroy();
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}
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mInitialized = false;
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}
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void
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VRManager::Shutdown()
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{
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mVRDisplays.Clear();
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mVRControllers.Clear();
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for (uint32_t i = 0; i < mManagers.Length(); ++i) {
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mManagers[i]->Shutdown();
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}
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}
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void
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VRManager::Init()
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{
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mInitialized = true;
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}
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/* static */VRManager*
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VRManager::Get()
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{
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MOZ_ASSERT(sVRManagerSingleton != nullptr);
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return sVRManagerSingleton;
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}
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void
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VRManager::AddVRManagerParent(VRManagerParent* aVRManagerParent)
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{
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if (mVRManagerParents.IsEmpty()) {
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Init();
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}
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mVRManagerParents.PutEntry(aVRManagerParent);
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}
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void
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VRManager::RemoveVRManagerParent(VRManagerParent* aVRManagerParent)
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{
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mVRManagerParents.RemoveEntry(aVRManagerParent);
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if (mVRManagerParents.IsEmpty()) {
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Destroy();
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}
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}
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void
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VRManager::UpdateRequestedDevices()
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{
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bool bHaveEventListener = false;
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bool bHaveControllerListener = false;
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for (auto iter = mVRManagerParents.Iter(); !iter.Done(); iter.Next()) {
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VRManagerParent *vmp = iter.Get()->GetKey();
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bHaveEventListener |= vmp->HaveEventListener();
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bHaveControllerListener |= vmp->HaveControllerListener();
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}
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mVRDisplaysRequested = bHaveEventListener;
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// We only currently allow controllers to be used when
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// also activating a VR display
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mVRControllersRequested = mVRDisplaysRequested && bHaveControllerListener;
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}
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/**
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* VRManager::NotifyVsync must be called on every 2d vsync (usually at 60hz).
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* This must be called even when no WebVR site is active.
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* If we don't have a 2d display attached to the system, we can call this
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* at the VR display's native refresh rate.
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**/
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void
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VRManager::NotifyVsync(const TimeStamp& aVsyncTimestamp)
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{
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MOZ_ASSERT(VRListenerThreadHolder::IsInVRListenerThread());
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UpdateRequestedDevices();
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for (const auto& manager : mManagers) {
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manager->NotifyVSync();
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}
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// We must continually refresh the VR display enumeration to check
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// for events that we must fire such as Window.onvrdisplayconnect
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// Note that enumeration itself may activate display hardware, such
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// as Oculus, so we only do this when we know we are displaying content
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// that is looking for VR displays.
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RefreshVRDisplays();
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// Update state and enumeration of VR controllers
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RefreshVRControllers();
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CheckForInactiveTimeout();
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}
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void
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VRManager::CheckForInactiveTimeout()
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{
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// Shut down the VR devices when not in use
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if (mVRDisplaysRequested || mVRControllersRequested) {
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// We are using a VR device, keep it alive
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mLastActiveTime = TimeStamp::Now();
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}
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else if (mLastActiveTime.IsNull()) {
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Shutdown();
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}
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else {
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TimeDuration duration = TimeStamp::Now() - mLastActiveTime;
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if (duration.ToMilliseconds() > gfxPrefs::VRInactiveTimeout()) {
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Shutdown();
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}
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}
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}
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void
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VRManager::NotifyVRVsync(const uint32_t& aDisplayID)
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{
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MOZ_ASSERT(VRListenerThreadHolder::IsInVRListenerThread());
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for (const auto& manager: mManagers) {
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if (manager->GetIsPresenting()) {
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manager->HandleInput();
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}
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}
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RefPtr<VRDisplayHost> display = GetDisplay(aDisplayID);
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if (display) {
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display->StartFrame();
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}
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RefreshVRDisplays();
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}
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void
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VRManager::EnumerateVRDisplays()
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{
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/**
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* Throttle the rate of enumeration to the interval set in
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* VRDisplayEnumerateInterval
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*/
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if (!mLastDisplayEnumerationTime.IsNull()) {
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TimeDuration duration = TimeStamp::Now() - mLastDisplayEnumerationTime;
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if (duration.ToMilliseconds() < gfxPrefs::VRDisplayEnumerateInterval()) {
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return;
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}
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}
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/**
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* Any VRSystemManager instance may request that no enumeration
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* should occur, including enumeration from other VRSystemManager
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* instances.
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*/
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for (const auto& manager : mManagers) {
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if (manager->ShouldInhibitEnumeration()) {
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return;
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}
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}
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/**
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* If we get this far, don't try again until
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* the VRDisplayEnumerateInterval elapses
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*/
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mLastDisplayEnumerationTime = TimeStamp::Now();
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/**
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* VRSystemManagers are inserted into mManagers in
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* a strict order of priority. The managers for the
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* most device-specialized API's will have a chance
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* to enumerate devices before the more generic
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* device-agnostic APIs.
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*/
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for (const auto& manager : mManagers) {
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manager->Enumerate();
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/**
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* After a VRSystemManager::Enumerate is called, it may request
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* that further enumeration should stop. This can be used to prevent
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* erraneous redundant enumeration of the same HMD by multiple managers.
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* XXX - Perhaps there will be a better way to detect duplicate displays
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* in the future.
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*/
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if (manager->ShouldInhibitEnumeration()) {
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return;
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}
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}
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}
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void
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VRManager::RefreshVRDisplays(bool aMustDispatch)
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{
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/**
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* If we aren't viewing WebVR content, don't enumerate
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* new hardware, as it will cause some devices to power on
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* or interrupt other VR activities.
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*/
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if (mVRDisplaysRequested || aMustDispatch) {
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EnumerateVRDisplays();
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}
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/**
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* VRSystemManager::GetHMDs will not activate new hardware
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* or result in interruption of other VR activities.
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* We can call it even when suppressing enumeration to get
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* the already-enumerated displays.
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*/
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nsTArray<RefPtr<gfx::VRDisplayHost> > displays;
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for (const auto& manager: mManagers) {
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manager->GetHMDs(displays);
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}
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bool displayInfoChanged = false;
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bool displaySetChanged = false;
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if (displays.Length() != mVRDisplays.Count()) {
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// Catch cases where a VR display has been removed
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displaySetChanged = true;
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}
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for (const auto& display: displays) {
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if (!GetDisplay(display->GetDisplayInfo().GetDisplayID())) {
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// This is a new display
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displaySetChanged = true;
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break;
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}
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if (display->CheckClearDisplayInfoDirty()) {
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// This display's info has changed
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displayInfoChanged = true;
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break;
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}
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}
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// Rebuild the HashMap if there are additions or removals
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if (displaySetChanged) {
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mVRDisplays.Clear();
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for (const auto& display: displays) {
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mVRDisplays.Put(display->GetDisplayInfo().GetDisplayID(), display);
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}
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}
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if (displayInfoChanged || displaySetChanged || aMustDispatch) {
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DispatchVRDisplayInfoUpdate();
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}
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}
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void
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VRManager::DispatchVRDisplayInfoUpdate()
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{
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nsTArray<VRDisplayInfo> update;
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GetVRDisplayInfo(update);
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for (auto iter = mVRManagerParents.Iter(); !iter.Done(); iter.Next()) {
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Unused << iter.Get()->GetKey()->SendUpdateDisplayInfo(update);
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}
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}
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/**
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* Get any VR displays that have already been enumerated without
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* activating any new devices.
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*/
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void
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VRManager::GetVRDisplayInfo(nsTArray<VRDisplayInfo>& aDisplayInfo)
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{
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aDisplayInfo.Clear();
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for (auto iter = mVRDisplays.Iter(); !iter.Done(); iter.Next()) {
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gfx::VRDisplayHost* display = iter.UserData();
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aDisplayInfo.AppendElement(VRDisplayInfo(display->GetDisplayInfo()));
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}
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}
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RefPtr<gfx::VRDisplayHost>
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VRManager::GetDisplay(const uint32_t& aDisplayID)
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{
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RefPtr<gfx::VRDisplayHost> display;
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if (mVRDisplays.Get(aDisplayID, getter_AddRefs(display))) {
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return display;
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}
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return nullptr;
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}
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RefPtr<gfx::VRControllerHost>
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VRManager::GetController(const uint32_t& aControllerID)
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{
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RefPtr<gfx::VRControllerHost> controller;
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if (mVRControllers.Get(aControllerID, getter_AddRefs(controller))) {
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return controller;
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}
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return nullptr;
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}
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void
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VRManager::GetVRControllerInfo(nsTArray<VRControllerInfo>& aControllerInfo)
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{
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aControllerInfo.Clear();
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for (auto iter = mVRControllers.Iter(); !iter.Done(); iter.Next()) {
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gfx::VRControllerHost* controller = iter.UserData();
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aControllerInfo.AppendElement(VRControllerInfo(controller->GetControllerInfo()));
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}
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}
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void
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VRManager::RefreshVRControllers()
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{
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ScanForControllers();
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nsTArray<RefPtr<gfx::VRControllerHost>> controllers;
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for (uint32_t i = 0; i < mManagers.Length()
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&& controllers.Length() == 0; ++i) {
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mManagers[i]->GetControllers(controllers);
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}
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bool controllerInfoChanged = false;
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if (controllers.Length() != mVRControllers.Count()) {
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// Catch cases where VR controllers has been removed
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controllerInfoChanged = true;
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}
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for (const auto& controller: controllers) {
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if (!GetController(controller->GetControllerInfo().GetControllerID())) {
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// This is a new controller
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controllerInfoChanged = true;
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break;
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}
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}
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if (controllerInfoChanged) {
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mVRControllers.Clear();
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for (const auto& controller: controllers) {
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mVRControllers.Put(controller->GetControllerInfo().GetControllerID(),
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controller);
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}
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}
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}
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void
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VRManager::ScanForControllers()
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{
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// We don't have to do this every frame, so check if we
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// have enumerated recently
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if (!mLastControllerEnumerationTime.IsNull()) {
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TimeDuration duration = TimeStamp::Now() - mLastControllerEnumerationTime;
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if (duration.ToMilliseconds() < gfxPrefs::VRControllerEnumerateInterval()) {
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return;
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}
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}
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// Only enumerate controllers once we need them
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if (!mVRControllersRequested) {
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return;
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}
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for (uint32_t i = 0; i < mManagers.Length(); ++i) {
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mManagers[i]->ScanForControllers();
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}
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mLastControllerEnumerationTime = TimeStamp::Now();
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}
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void
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VRManager::RemoveControllers()
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{
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for (uint32_t i = 0; i < mManagers.Length(); ++i) {
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mManagers[i]->RemoveControllers();
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}
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mVRControllers.Clear();
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}
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void
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VRManager::CreateVRTestSystem()
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{
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if (mPuppetManager) {
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mPuppetManager->ClearTestDisplays();
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return;
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}
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mPuppetManager = VRSystemManagerPuppet::Create();
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mManagers.AppendElement(mPuppetManager);
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}
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VRSystemManagerPuppet*
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VRManager::GetPuppetManager()
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{
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MOZ_ASSERT(mPuppetManager);
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return mPuppetManager;
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}
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template<class T>
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void
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VRManager::NotifyGamepadChange(uint32_t aIndex, const T& aInfo)
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{
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dom::GamepadChangeEventBody body(aInfo);
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dom::GamepadChangeEvent e(aIndex, dom::GamepadServiceType::VR, body);
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for (auto iter = mVRManagerParents.Iter(); !iter.Done(); iter.Next()) {
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Unused << iter.Get()->GetKey()->SendGamepadUpdate(e);
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}
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}
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void
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VRManager::VibrateHaptic(uint32_t aControllerIdx, uint32_t aHapticIndex,
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double aIntensity, double aDuration,
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const VRManagerPromise& aPromise)
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{
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for (uint32_t i = 0; i < mManagers.Length(); ++i) {
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mManagers[i]->VibrateHaptic(aControllerIdx, aHapticIndex,
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aIntensity, aDuration, aPromise);
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}
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}
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void
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VRManager::StopVibrateHaptic(uint32_t aControllerIdx)
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{
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for (const auto& manager: mManagers) {
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manager->StopVibrateHaptic(aControllerIdx);
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}
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}
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void
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VRManager::NotifyVibrateHapticCompleted(const VRManagerPromise& aPromise)
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{
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aPromise.mParent->SendReplyGamepadVibrateHaptic(aPromise.mPromiseID);
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}
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void
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VRManager::DispatchSubmitFrameResult(uint32_t aDisplayID, const VRSubmitFrameResultInfo& aResult)
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{
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for (auto iter = mVRManagerParents.Iter(); !iter.Done(); iter.Next()) {
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Unused << iter.Get()->GetKey()->SendDispatchSubmitFrameResult(aDisplayID, aResult);
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}
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}
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} // namespace gfx
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} // namespace mozilla
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